Log in

View Full Version : Guard attacking mobs


KhaN
06-20-2004, 04:54 PM
I was wondering if one of you know how to make guards attack mobs. I know i have to make mobs KOS to guards by setup a faction, but i dont know how.
Actually, my guards have a faction, my mobs have one, but i dont see how to precise that mobs are KOS to guards (Since faction value i entered are for PC).

Thanks in advance / KhaN

Muuss
06-20-2004, 07:38 PM
I guess that they need to have a common faction which is set to positive for the mobs and negative for the guards so the guards KoS the mobs. Or the opposite, tho, lvl 1 snakes won't attack lvl 50 guards.

Shadow-Wolf
06-20-2004, 08:31 PM
Is there even a way to set faction between two factions? I thought it was only possible to be set between player and faction.

KhaN
06-20-2004, 08:37 PM
If Shadow-Wolf doesnt know, this mean ... There is no way "actually" to set a faction between two faction ? There are servers here having guards attackings mobs purchasing newbies ? :/

Muuss
06-20-2004, 09:24 PM
making a guard attacking a mob that is fighting a player is different than making a guard attacking a mob on sight.
I ve read in Sandy's post : http://www.eqemulator.net/forums/viewtopic.php?t=14391 that agro is working that way : if a mob have in range another mob of the same faction that is fighting, it takes the second mob's target as target and attacks it.

So if the guard and the player have a common faction and are 'friend' enough in that faction, the guard should support the player against the mob.
This remains obviously a pure speculation, but i tho remember, (perhaps from Winters Roar), some guards saying : "Die, scrum !" and helping low lvl chars in toxxulia

Muuss
06-20-2004, 09:26 PM
I forgot to write it, but by that way, you wouldn't need to assign a faction between the guard and the mob since, the faction links the player and the guard against the mob.

Shadow-Wolf
06-21-2004, 12:07 AM
Well I mean completely kos like on live when fippy runs the gates but hes kos, or when an orc gets to close to the gates, or a group pulls the guards from the gate and zones and when the guards are returning they attack mobs on the way.

Muuss
06-21-2004, 12:20 AM
Aye, i don't see how to do this.
Unless i m ignoring it, we need a supplementary table in the DB saying that this faction is kos to this one, for example : 'mean_animals' which is assigned to all the roaming mobs of West freeport is kos by 'freeport guards'

wize_one
06-21-2004, 12:35 AM
there is city_defense table.. no clue if it works or not.. last i heard though city defense hasnt worked since 4.4 days

Muuss
06-21-2004, 12:38 AM
that's prolly why i remember WR's guards attacking mobs, the server was in 4.4, or even 4.3 when i was playing on it 8)

animepimp
06-21-2004, 02:49 AM
It is possible to have the guards attack mobs on sight without the players being friendly to the guards. You have to set up the Guards in a faction that is an enemy of the mobs faction. I don't know how to do this, but Scorp has it on his server with Goblins and Orcs in one zone being enemies of each other. Thers one area that they spawn next to each other and you can wait for one to spawn and then watch them fight each other as soon as he does. I have no idea how this works in the DB, but you can ask scorp.

RexChaos
06-21-2004, 03:56 AM
All you need to do for example is set up something like this:


Guard: (When killed) GuardFaction -100 BugFaction +100
Bug: (When killed) BugFaction -100 GuardFaction +100

Since those factions both exist on both mobs they will attack each other on site. By eliminating GuardFaction +100 from the Bug's factions only the guards will attack the bugs on site I believe. Experiment with it. :) That is the easiest way to get two mobs to fight though.

animepimp
06-21-2004, 03:30 PM
I'm pretty sure that is exactly what Scorp has running since killing one increases faction with the toher.

Muuss
06-21-2004, 06:43 PM
That's not exactly the way i would like city guards to be implemented if i was running a server since killing a snake in WFP shouldn't raise Freeport Militia. Tho it can certainly be a temp solution
:)

Shadow-Wolf
06-21-2004, 09:44 PM
A temp solution that could cause problems IE Paladins and Militia.
ex:Hey i just did soulfire! my freeport faction is tarnished and the only way in is the sewers, hey wait all I gotta do is kill a newbies mob!

That would cause several porblems like high end characters camping newbie zones to get back in. It would make getting neg faction back too easy.

RexChaos
06-22-2004, 12:48 AM
A temp solution that could cause problems IE Paladins and Militia.
ex:Hey i just did soulfire! my freeport faction is tarnished and the only way in is the sewers, hey wait all I gotta do is kill a newbies mob!

That would cause several porblems like high end characters camping newbie zones to get back in. It would make getting neg faction back too easy.

Not if the faction is +1 or something...You'd have to work a long time. And why wouldn't killing snakes and rats raise your faction anyway if they are KoS to guards? Wouldn't the guards be happy that you're eliminating the vermin from around their city? Aren't their quests where you turn in pieces of critters in certain places and gain exp and faction? I think it makes perfect sense...

You just make the modifiers different. Killing a guard -700 faction. Killing a bug +1 faction. You'll have to work a while to get back into their good graces. :)

Muuss
06-22-2004, 01:29 AM
whatever, the situation with snakes and freeport guards in only an example... In a more general case it could be certainly usefull to avoid needless factions when you want to have some mobs fighting others.

KhaN
06-22-2004, 01:34 AM
Thanks all, now guards are attackings NPC, no more newbies corpse everywhere now ^_^

Muuss
06-22-2004, 01:39 AM
what process did you choosed, Khan ?

KhaN
06-22-2004, 02:10 AM
The simple one "for the moment", aka, in one of my server zone "The Ruined Citadel", i have different "factions".
- Forsaken Guards "the good guys",
- Innoruuk's Legions "the bad guys"
- Cazic-Thules Legions "the bad guys"

Forsaken guards will attack innoruuk and cazix-thule legion when they will see them, because killing bad guys give good guy faction and reverse.
I have also animals in the ruined citadel, i decided to not add faction to them, i find having faction like "wolf faction" there is in EQLive (Kelethin) totally stupid and not RP at all. So when newbies will attack animals and come next to guards, they wont help, yes you are ally with them, but do this mean they are your slave and will "risk" their life for an action they dont care about ? As their job "GUARD" is only to protect city, not to help you kill animals.

Well this is only my point of view, and i know this can make a loooooong topic :)

Muuss
06-22-2004, 02:15 AM
hehe yes )

Wiz
06-25-2004, 02:50 AM
What I did was create an aiclass entry for NPCs. Made an AIclass for guards, and one for citizens. Guards attack all non-guards, non-citizens.

Works like a charm.

It would need some adjustment to work for PVP though.