Character AI scripts...
Wanderon
Member Posts: 1,418
It seems to me that fairly often characters assigned an AI script of some sort ignore direct orders and revert to the script - I notice this especially with casters - I cast minimal spells in general so I usually assign the standard attack script to casters and put a ranged weapon in the hands so they will plink away at the nearest enemy unless I tell them to cast something or use a wand.
It seems lately that they tend to ignore these orders to cast and go back to plinking ona fairly regular basis.
I've also noticed that pretty much all my characters seem to ignore my orders to switch enemies more often than not - perhaps more so if they are melee oriented than ranged but both apply.
Finally the wording of the thief "control" script is quite confusing.
Sometimes my current F/T who has the control script (find traps whenever not engaged) stops attacking and start finding traps if the current enemy he is engaged with dies even when he is surrounded by other enemies.
The description of how this is supposed to work is confusing as well - it says the thief will find traps (or hide if toggled) as long as there are no enemies in their line of sight -
then goes on to say that the thief won't defend himself or attack opponents when either of these skills are in use -
So which is it? Will they ONLY find traps when no enemy is in sight or if they are finding traps and an enemy comes into sight will they ignore the enemy unless they are given orders to attack.
And if they are engaging an enemy and it dies while other enemies are in sight (and even in melee range) is the script supposed to revert to finding traps until he gets another order to attack? (or the trap finding/stealth portion is toggled (V) to attack any enemy in sight)?
It seems lately that they tend to ignore these orders to cast and go back to plinking ona fairly regular basis.
I've also noticed that pretty much all my characters seem to ignore my orders to switch enemies more often than not - perhaps more so if they are melee oriented than ranged but both apply.
Finally the wording of the thief "control" script is quite confusing.
Sometimes my current F/T who has the control script (find traps whenever not engaged) stops attacking and start finding traps if the current enemy he is engaged with dies even when he is surrounded by other enemies.
The description of how this is supposed to work is confusing as well - it says the thief will find traps (or hide if toggled) as long as there are no enemies in their line of sight -
then goes on to say that the thief won't defend himself or attack opponents when either of these skills are in use -
So which is it? Will they ONLY find traps when no enemy is in sight or if they are finding traps and an enemy comes into sight will they ignore the enemy unless they are given orders to attack.
And if they are engaging an enemy and it dies while other enemies are in sight (and even in melee range) is the script supposed to revert to finding traps until he gets another order to attack? (or the trap finding/stealth portion is toggled (V) to attack any enemy in sight)?
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Comments
If V is disabled and they aren't attacking enemies, then they'll automatically revert to trap sensing whenever there's no enemy in sight.
With "D" toggled, it will switch between Hiding and Trap sensing, but 'tis most likely they're not a shadowdancer, so they'll just stand around like a lemon if they're not set to attack enemies.
I am perceiving enabling "V" as meaning attack enemies INSTEAD of trapfinding - thus requiring "V" to be disabled again in order to have him go back to trapfinding unless he is in sight of enemies
It seems to me that if "V" is not enabled he should still be able to be directed to attack an enemy and should then continue to attack any enemies within sight not returning to trapfinding until there are no enemies in sight but it doesn't seem to work that way.
And is anyone else noting orders given to companions being ignored - like orders to cast a spell or orders to switch enemies when they have a script enabled (like standard attack)
The place where it [i]really[/i] irks me is with summoned and charmed creatures. These have their own scripts that can't be toggled on and off by the AI buttons, and they'll often completely ignore spell orders if there's an enemy in sight. A big one is Cerberus from the Moon Dog Figurine- I would like to use him as a moving True Sight spell, but if there's an enemy in range I can never get him to cast it. He always Mirror Images and attacks instead.
Regardless, I've had the occasional hiccup, particularly among summons, where they'll rabidly try to attack the closest enemy unless I constantly reinforce their instructions, but generally if I'm doing anything super complicated I'll have AI deactivated anyway.