[(BG1) Bug] Problem with Summoned Creatures (Hobgoblins) (0607)

Problem: I cast monster summoning 2, so that it summoned hobgoblin archers. Once they are summoned they move around of their own accord, ignoring orders. They move to seemingly random points periodically. Disabling party AI had no effect on their movement.
Expected Behaviour: All summoned creatures to be directly under the control of the caster and to follow his orders expressly (without acting of their own accord) unless the spell description stipulates otherwise.
Expected Behaviour: All summoned creatures to be directly under the control of the caster and to follow his orders expressly (without acting of their own accord) unless the spell description stipulates otherwise.
Post edited by Bhryaen on
1
Comments
Hmph. Well, maybe there's a way to substitute the type of hobgob that's used for the spawn? I'm assuming- if they're standard scripts- there's a specific .CRE it draws from and then adds the "summoned" green circle status to. Maybe using Malkax's stationary hobgobs (BHOBGOB.CRE) would be better.
The CRE is HOBGOBSU and it is only used for summoned creatures, so it could be edited directly to make it a more optimal minion, say, by assigning a different script.
Also used Wand of Monster Summoning (WAND10) until I got some Gergs Hobgoblins: no more wanderlust. :-)
IF ActionListIsEmpty()
THEN RESPONSE #100 MoveToObject(LastSummonerOf(Myself))
so they don't get lost in fog of war? Can add more triggers (!See / !Range) or change the target object ([PC] / PlayerX / anything)