SilentDragon on 16/9/2019 at 17:01
Quote Posted by Unna Oertdottir
Must be a trickster or something then. You're correct, they have more projectile links.
I have no idea how to set projectile preferences.
Interesting, I did not know that.
And I have multiple questions:
Could one mod the AI to bypass this restriction?
Do only mages/spellcasters have this restriction?
What about that archer on the OM "Life on the Party", he frequently uses fire arrows when I am far away (I have read it is a 20% chance when you are a certain distance away) and normal arrows in close combat, does this mean archers can have multiple links?
SilentDragon on 16/9/2019 at 17:50
Wow, thanks a lot for this info and for sharing this tutorial. I think you maybe should make a separate thread for that file.
"But a spellcaster wouldn't know "it's time for a healing spell now"." Could the AI not check the HP of an ally and when it is not 100% any more it would switch to healing spell? Or one could link the AIs together and if one takes damage the healer would switch to healing spell for that damaged AI?
Unna Oertdottir on 16/9/2019 at 18:35
I don't know how this can work. But the healer could emit a sfx which can look like a "spell". Controlled by a AIWatchobjLink or a conversation.
SilentDragon on 16/9/2019 at 18:54
A good workaround idea, the SFX could be combined with a voice line for greater effect.
But is attack-type-switching impossible for mages, priests, etc? Even when they know what to target?
Unna Oertdottir on 16/9/2019 at 19:25
In this case it wouldn't be a attack, but a link, nvrelaytrap or a stim radius. There are many ways to achieve this.
SilentDragon on 16/9/2019 at 19:32
I agree with that.
But I still do not know if mages are only allowed to have one attack and are not able so to switch between for example fireball and crushing vines. Any Ideas?
john9818a on 17/9/2019 at 04:19
Mages and every other AI that shoots a projectile can have more than one type, but the AI can't select between them. IIRC they are cycled through in order, but you can also specify which projectile occurs more often than the others.
I'm not at my PC so I can't reference the exact terms, but if you look at the poisonous spider in TG you can see that it shoots webs or damaging projectiles.
I don't know if this will help, but when a human is carrying a healing potion on his/her belt and incurrs damage, the AI will drink the potion and be healed.
SilentDragon on 17/9/2019 at 11:13
Quote Posted by john9818a
Mages and every other AI that shoots a projectile can have more than one type, but the AI can't select between them. IIRC they are cycled through in order, but you can also specify which projectile occurs more often than the others.
I'm not at my PC so I can't reference the exact terms, but if you look at the poisonous spider in TG you can see that it shoots webs or damaging projectiles.
I don't know if this will help, but when a human is carrying a healing potion on his/her belt and incurrs damage, the AI will drink the potion and be healed.
It only shoots webs (their secondary attack) when the player is in range otherwise they use their primary attack. In some FMs, some mages can switch between multiple attack types. In the mission "Equilibrium" the enemies are able to switch between Bow and arrow and sword cobat.
But my main question now is how am I able to get AIs to attack their wounded partners with an attack that does negative damage. I have seen great workaround solutions, but nothing awnsers that question.
nicked on 17/9/2019 at 11:29
There's not going to be any quick fix for that. It's not something the game was designed to do so any way will require a workaround.
You might be able to add a "Wounded" stim in a radius to an AI when their hit points drops below a certain threshold, then have a receptron on the other AI that temporarily changes their Team to Good and temporarily changes their AIProjectile link to a healing bolt. Sounds like it would be a very flaky system though.