- Joined
- Apr 25, 2008
- Messages
- 75
Hey all! This is yet another post for help on my Creature Island map. As you might know I am hopeless with the object editor so could someone please help me here.
I am making a faction (Bandits) that are controlled by some basic triggers. I have a base which has some shops in it if you complete a quest and therefore ally the bandits and a blockade that you encounter once you reach this new place. Now basically what I want is that the bandits do not attack you until you are enemies with them (you attack them). I have set it so they start neutral (Without shared vision) for the players but they just attack on sight. I made the acquisition range 0 too. I have based them off the bandit units.
What I have done:
Made a ransom system - You buy an item, the trigger activates and teleports you to other side of blockade. Works fine but you have to buy from a distance from the bandit commander (main guy at blockade) or else he attacks you. He doesn't move though because I set him to be a building (so that he keeps his post unless he is attacked and so that I could set a pathing map to make him impassable).
So what I want is:
Players start neutral, bandit commander to attack back when attacked as well as all the other bandits which I'm going to place (if commander attacks I assume the henchmen will too). But they only attack that player who attacked them. And if that player encounters a bandit patrol the patrol will attack on sight. Only way to become neutral again is to pay the bandit lord a tribute.
Shops only active when players allied (do quest and I set them allied through trigger).
So how can I achieve this? A quick summary of the alliance status
Neutral - Start as this do not attack on sight.
Enemy - Becomes this if they attack. Attack on sight.
Allied - Becomes this when completes a quest, can no longer attack bandits or vice versa. Access to shops.
{EDIT}
BUMP! Been up for 4.5 hrs and I've been up for 3.5 of those.... lol.
Can nobody help me?
I am making a faction (Bandits) that are controlled by some basic triggers. I have a base which has some shops in it if you complete a quest and therefore ally the bandits and a blockade that you encounter once you reach this new place. Now basically what I want is that the bandits do not attack you until you are enemies with them (you attack them). I have set it so they start neutral (Without shared vision) for the players but they just attack on sight. I made the acquisition range 0 too. I have based them off the bandit units.
What I have done:
Made a ransom system - You buy an item, the trigger activates and teleports you to other side of blockade. Works fine but you have to buy from a distance from the bandit commander (main guy at blockade) or else he attacks you. He doesn't move though because I set him to be a building (so that he keeps his post unless he is attacked and so that I could set a pathing map to make him impassable).
So what I want is:
Players start neutral, bandit commander to attack back when attacked as well as all the other bandits which I'm going to place (if commander attacks I assume the henchmen will too). But they only attack that player who attacked them. And if that player encounters a bandit patrol the patrol will attack on sight. Only way to become neutral again is to pay the bandit lord a tribute.
Shops only active when players allied (do quest and I set them allied through trigger).
So how can I achieve this? A quick summary of the alliance status
Neutral - Start as this do not attack on sight.
Enemy - Becomes this if they attack. Attack on sight.
Allied - Becomes this when completes a quest, can no longer attack bandits or vice versa. Access to shops.
{EDIT}
BUMP! Been up for 4.5 hrs and I've been up for 3.5 of those.... lol.
Can nobody help me?
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