Difference between revisions of "PlayIdleWithTarget - Actor"

197 bytes added ,  13:26, 24 January 2014
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imported>Terra Nova2
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* This function will send the actor initiating the idle into combat alert state. None of the combat based functions that will remove this state works. The NPC is stuck in combat alert.
* This function will send the actor initiating the idle into combat alert state. None of the combat based functions that will remove this state works. The NPC is stuck in combat alert.
One solution is to have another actor use [[ForceGreet (Procedure)]] but it doesn't fix the actor holding an invisible weapon, but this all clears when you exit the location. [http://forums.bethsoft.com/topic/1447688-issue-with-playidlewithtarget-and-killer-staying-in-combat-alert/?hl=%2Balert#entry22342004 source] The OP of that thread and myself seem to be the only ones to encounter this. Needs more testing.
One solution is to have another actor use [[ForceGreet (Procedure)]] but it doesn't fix the actor holding an invisible weapon, but this all clears when you exit the location. [http://forums.bethsoft.com/topic/1447688-issue-with-playidlewithtarget-and-killer-staying-in-combat-alert/?hl=%2Balert#entry22342004 source] The OP of that thread and myself seem to be the only ones to encounter this. Needs more testing.
*Upon further examining of vanilla scripts, a fix has been found. Weapon drawn for the scene packages for the actor must be checked. When the scene ends, the actor's alert state returns to normal.


== See Also ==
== See Also ==
Anonymous user