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  #1  
Old 04-08-2008, 10:35 PM
merb
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Default Mob Battle

I searched and found nothing directly related to scripted mob battles, so here goes nothing...

I was wondering if there was a way to make a somewhat large scale fight between mobs. For example, I was thinking of doing a Freeport war type event in which orcs attempt to invade Freeport. Now, my idea was have something set so when the general says a certain line, the orc army begins to advance, as well as the Freeport one. Now, to make them fight, I though I'd just set them on opposite factions, aggressive, social to 1 with a large aggro range, then have them just path towards each other. Before I get into that though, I wanted to check and see if it would work.

Is there an easier/better way to do this? Is it even possible? Thanks in advance!
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  #2  
Old 04-08-2008, 11:06 PM
ChaosSlayer
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you on the right path.
make sure that they on opposite faction and have (-1) in faction to faction relation. (basicly by default Freeport guards and local orcs have have this set up in PEQ DB)
AND what is most important, mobs on at least one of the side must be set to (1) in npc_agrro behavior collumn (simular to guards), otherwise they won't attack each other. However if you using say freeport guard base npc for freeport side army, then this agro flag is prabobly allready set.
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  #3  
Old 04-09-2008, 07:18 PM
merb
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I planned on using the Freeport Militia faction and Deathfist Orc factions, so they should already be set... I'll be checking the database to make sure though. So far, I've got the Freeport army set up with factions, the orc army is up with factions. The orcs are KoS to my character, but will attack neither my character, nor the guards... I checked to make sure everything was set, aggression, social, etc.
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  #4  
Old 04-09-2008, 08:01 PM
mattmeck
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One think to keep in mind, mobs wont agro anyone with any status, even a status of 1 makes them non agro.
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  #5  
Old 04-09-2008, 08:15 PM
ChaosSlayer
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Quote:
Originally Posted by merb View Post
I planned on using the Freeport Militia faction and Deathfist Orc factions, so they should already be set... I'll be checking the database to make sure though. So far, I've got the Freeport army set up with factions, the orc army is up with factions. The orcs are KoS to my character, but will attack neither my character, nor the guards... I checked to make sure everything was set, aggression, social, etc.
if npc cons KOS but does not attack you, its one of 2 reasons:
a) you have NOT installed ".map" files as instructed in server set up guide. These files determine mobs LINE OF SIGHT - wihout them mobs effectively cannot see you, as if blind

b) your char is a GM - turn GM flag off. =)

Also, if you using default Freeport and Deathfist factions, only Freeport Guards will have agro flag set, which means only Freeport guard will initiate the attack - orcs will only respond and assist each other.


the following SQl comand will set agresive behavior for npc:

update npc_types set npc_aggro=1 where id=1000;

replace 1000 with actual id of the npc you want to make agressive towards npcs on enemy faction


mattmeck

Quote:
One think to keep in mind, mobs wont agro anyone with any status, even a status of 1 makes them non agro.
thats is incorect- everytime I walk around the world and see a Fippy, he agroes me, and I kill him
He needs to work on his faction
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  #6  
Old 04-09-2008, 09:15 PM
merb
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The guards con dubious to me, and I made another char on a non-flagged account who was KoS, they attack that char... I'll try setting the orc aggression towards the guards and see if it works.
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  #7  
Old 04-12-2008, 02:08 PM
merb
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I set the npc_value on all mobs that didn't already have -1 to that, and they still wouldn't attack, but when I changed the name, stats, etc. of the preset Freeport guards, it worked... However, I was looking to spawn a custom mob instead of chasing down guards and getting rid of their 500+ waypoints :P
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