Author Topic: Disabling Monster "searching"  (Read 308 times)

Legacy_Zephyrys

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Disabling Monster "searching"
« on: February 14, 2011, 01:22:07 am »


               Hello,

I have a problem with my module's placed and encounter-spawned monsters seemingly wandering straight towards any PCs in the area, kind of like they know instinctively where they are, even though they have not yet technically spotted them.  This behavior tends to thwart the creature placement of DMs and makes all the fighting happen in the first couple rooms.

As far as I know, I'm using the default scripts ("nw_c2_default#").  How do I disable this behavior and make them stand in place, or just wander aimlessly?
               
               

               


                     Modifié par Zorpheus, 14 février 2011 - 02:37 .
                     
                  


            

Legacy_Xovian

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Disabling Monster "searching"
« Reply #1 on: February 14, 2011, 04:20:21 am »


               Sounds like you may have their OnSpawn set to have "search aggressive". Think its similar to this off hand: StartingConditional(NW_FLAG_SEARCH_AGGRESSIVE);
If they have that flag set they may tend to do that.
You may need to check the Variables if you use X2_inc_switches, as some npc's by default will have the aggressive search turned on.

It's also worth noting that you may need to check the scripts to make sure none of them are using " GetNearestCreature" in them, as that ignores both sight and sound and they will make a be line for the closest opposing enemy, regardless of distance, it's only limitation is that it only checks the area they are currently  in, and is not module wide.

Hope that helps.
               
               

               


                     Modifié par Xovian, 14 février 2011 - 04:21 .
                     
                  


            

Legacy_Lightfoot8

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Disabling Monster "searching"
« Reply #2 on: February 15, 2011, 01:54:39 am »


               It may be more of a listening for shouts.   Every time the PC attacks one of them, It will siently call for help and every other monster in the place will come running.   look through your onspawn script and disable the listening option.
               
               

               
            

Legacy_Xovian

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Disabling Monster "searching"
« Reply #3 on: February 15, 2011, 03:25:54 am »


               Ahh, forgot about that Lightfoot.

Yea by default most NPC's will use the SHOUT_ATTACK_MY_TARGET, but also uses TALK_SILENT constant. For the OP, check the scripts nw_c2_default9 (OnSpawn), and comment it back in.



Though I have to admit, generally they have to be with in ear shot for the shout to work even in silent talk, never seen it cause problems as the OP is seeing.