Damon Caskey said:
To change who AI controlled entity can and will attack (they are two different things), look up
hostile,
canhit, and
projectilehit in the manual. These settings exist at the model level and the entity level. Each type (player, npc, enemy, etc.) has a default set, but you can change them on the fly to whatever you like.
As an example, you could have certain enemies that only go after each other, only attack players and leave NPC's alone, or maybe just make them extra grumpy and hate everybody.
DC
yes, but this hard-coded options are limited,
for example , i have been looking to make an enemy that will only attack an special type of NPC, on the "hostile to" line i added "Larry" (the name of the specific NPC)
Openbor accepts the line , but if you make the special entity "larry" instead of NPC openbor crashes.
kind of related , it would be nice for the "hostile to" part would accept specifics, like player 1, "hulk"...
mishadude
i wish i could be of more help regarding the scripts, but i have been reading the threads about how they work & i still cant visualize how the commands work.
there is this entity called bosser, that is not part of OPNEbor (hardcoded)i believe it goes with a script so it can be "registered" & recognized, maybe that could lead you to the creation of NPC1's, NPC2's , etc.
I used it in NIghtslashersX, but to tell you the truth i still don't know how it works or why, i just know it does & that it is different from all the others....
EDIT:
try to experiment with stealth
stealth {stealth} {perception}
~This command sets stealth ability to entity
~{stealth} defines how 'invisible' the entity to hostile entities. Default value is 0
~{perception} defines how well entity can see stealth entities. Default value is 0
~For instance, entity with {stealth} 2 is only 'visible' to hostile entities with {perception} 2 or higher
~This command doesn't affect visual at all IOW entity is still visible to players
- with this, i believe that you can have enemies hostile to enemies that only share a particular level of perception...
the only caveat with this method is that you have to think in advance because enemies that have a perception of 9000 will be able to "see" a 8000 level enemy.
as for how you can change those detections/hostilities on the fly....
i can't give you an example... anyone?