Thanks, all. I really need details, though. Basically, I need someone to write the script for me, because I do not know how to write them (is there a resource somewhere for learning how to do that?). All I can give in return is a heap of thanks and credit in the comments for the script.
So far, using what Alex posted, except: changed the skele out for an ooze, but I still want many oozes; added back in the AdjustReputation line, because with Alex's code, the NPC didn't turn hostile.
So:
Code: Select all
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
object oSpawn;
location lTarget;
oTarget = oPC;
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "pud_blk_eld", lTarget);
oTarget = oSpawn;
SetIsTemporaryEnemy(oPC, oTarget);
AdjustReputation(GetPCSpeaker(), OBJECT_SELF, -100);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
}
Alexandru Stanicu wrote:As for the NPC and the spawn attacking each other, try ahving the script change the NPC's faction to hostile.

The code does make the NPC hostile, but does that mean his ~faction~ becomes hostile, too? If so, why would he and the ooze attack one another? If not, what line do I need to add to change his faction?
Deider wrote:Better to use Alex's method, just substitute the skeleton for a function that calls a bunch of creatures to beat up on the PC.
How do I make it summon a bunch of creatures rather than just one?
Papainhell wrote:Create a normal spawn and set it to false, then when the conversation goes hostile set the spawn to true, then delay and reset back to false for reset.
That's all Greek to me.
Thanks again.
