This fires whenever a creature sees something Disappear (Hiding/Moving out of the area/Around cornor), Appear, Go Inaudible (Hiding/Cornor/Area out of) or become heard (EG: Hearing around cornor, sucessful listen check).
There are some default Bioware functions here which I have not removed. It mainly initiates combat, or makes sure the AI realises that X has disappeared (and cast seeing things!). Also, importantly, if they suddenly see something and cannot actually see who they are attacking (EG: They move around a cornor) then they attack them. It also attempts to follow any creatures who move out of thier Line Of Sight, even to another area. It will also move to any allies it sees in combat, from, for example, moving around waypoints on patrol and seeing a friendly person battling something else!
Important!. The range of SIGHT and HEARING are limited by a creatures PERCEPTION RANGE. This means that things with a lower perception range are basically dumber. This is meant to increase performance - and it will fire this script less, but the suffering the AI recieves is pretty bad. I always always recommend "Long" sight range for NPC's.
Arguments to use:
/************************ [On Percieve] **************************************** Filename: j_ai_onpercieve or nw_c2_default2 ************************* [On Percieve] **************************************** If the target is an enemy, attack Will determine combat round on that person, is an enemy, basically. Includes shouting for a big radius - if the spawn in condition is set to this. NOTE: Debug strings in this file will be uncommented for speed by default. - It is one of the most intensive scripts as it runs so often. - Attempted to optimise as much as possible. ************************* [History] ******************************************** 1.3 - We include j_inc_other_ai to initiate combat (or go into combat again) - j_inc_other_ai holds all other needed functions/integers ETC. - Turn off hide things. - Added "Only attack if attacked" - Removed special conversation things. Almost no one uses them, and the taunt system is easier. - Should now search around if they move to a dead body, and only once they get there. ************************* [Workings] ******************************************* It fires: - When a creature enters it perception range (Set in creature properties) and is seen or heard. - When a creature uses invisiblity/leaves the area in the creatures perception range - When a creature appears suddenly, already in the perception range (not the other way round, normally) - When a creature moves out of the creatures perception range, and therefore becomes unseen. ************************* [Arguments] ****************************************** Arguments: GetLastPerceived, GetLastPerceptionSeen, GetLastPerceptionHeard, GetLastPerceptionVanished, GetLastPerceptionInaudible. ************************* [On Percieve] ***************************************/ #include "j_inc_other_ai" void main() { // Percieve pre event. if(FireUserEvent(AI_FLAG_UDE_PERCIEVE_PRE_EVENT, EVENT_PERCIEVE_PRE_EVENT)) // We may exit if it fires if(ExitFromUDE(EVENT_PERCIEVE_PRE_EVENT)) return; // AI status check. Is the AI on? if(GetAIOff()) return; // Declare main things. // - We declare OUTSIDE if's JUST IN CASE! object oPerceived = GetLastPerceived(); object oAttackTarget = GetAttackTarget(); int bSeen = GetLastPerceptionSeen(); int bHeard = GetLastPerceptionHeard(); // Need to be valid and not ignorable. if(GetIsObjectValid(oPerceived) && !GetIsDM(oPerceived) && !GetIgnore(oPerceived)) { // First, easy enemy checks. if(GetIsEnemy(oPerceived) && !GetFactionEqual(oPerceived)) { // Turn of hiding, a timer to activate Hiding in the main file. This is // done in each of the events, with the opposition checking seen/heard. TurnOffHiding(oPerceived); // Well, are we both inaudible and vanished? // * the GetLastPerception should only say what specific event has fired! if(GetLastPerceptionInaudible() || GetLastPerceptionVanished()) { // If they just became invisible because of the spell // invisiblity, or improved invisiblity...we set a local object. // - Beta: Added in ethereal as well. if(GetHasEffect(EFFECT_TYPE_INVISIBILITY, oPerceived) || GetHasEffect(EFFECT_TYPE_ETHEREAL, oPerceived) || GetStealthMode(oPerceived) == STEALTH_MODE_ACTIVATED) { // Set object, AND the location they went invisible! SetAIObject(AI_LAST_TO_GO_INVISIBLE, oPerceived); // We also set thier location for AOE dispelling - same name SetLocalLocation(OBJECT_SELF, AI_LAST_TO_GO_INVISIBLE, GetLocation(oPerceived)); } // If they were our target, follow! >:-D // - Optional, on spawn option, for following through areas. if(oAttackTarget == oPerceived) { // This means they have exited the area! follow! if(GetArea(oPerceived) != GetArea(OBJECT_SELF)) { ClearAllActions(); // 51: "[Perception] Our Enemy Target changed areas. Stopping, moving too...and attack... [Percieved] " + GetName(oPerceived) DebugActionSpeakByInt(51, oPerceived); // Call to stop silly moving to enemies if we are fleeing ActionMoveToEnemy(oPerceived); } // - Added check for not casting a spell. If we are, we finnish // (EG: AOE spell) and automatically carry on. else if(GetCurrentAction() != ACTION_CASTSPELL) { ClearAllActions(); // 52: "[Perception] Enemy Vanished (Same area) Retargeting/Searching [Percieved] " + GetName(oPerceived) DebugActionSpeakByInt(52, oPerceived); DetermineCombatRound(oPerceived); } } }// End if just gone out of perception // ELSE they have been SEEN or HEARD. We don't check specifics. else //if(bSeen || bHeard) { // If they have been made seen, and they are our attack target, // we must re-do combat round - unless we are casting a spell. if(bSeen && GetCurrentAction() != ACTION_CASTSPELL && (oAttackTarget == oPerceived || !GetObjectSeen(oAttackTarget))) { AISpeakString(I_WAS_ATTACKED); // 53: "[Perception] Enemy seen, and was old enemy/cannot see current. Re-evaluating (no spell) [Percieved] " + GetName(oPerceived) DebugActionSpeakByInt(53, oPerceived); DetermineCombatRound(oPerceived); } // Else We check if we are already attacking. else if(!CannotPerformCombatRound() && !GetSpawnInCondition(AI_FLAG_OTHER_ONLY_ATTACK_IF_ATTACKED, AI_OTHER_MASTER)) { // Special shout, d1000 though! SpeakArrayString(AI_TALK_ON_PERCIEVE_ENEMY, TRUE); // Stop stuff because of facing point - New enemy HideOrClear(); // Face the person (this helps stops sneak attacks if we then // cast something on ourselves, ETC). SetFacingPoint(GetPosition(oPerceived)); // Get all allies in 60M to come to thier aid. Talkvolume silent // shout does not seem to work well. // - void function. Checks for the spawn int. in it. // - Turns it off in it too // - Variable range On Spawn ShoutBossShout(oPerceived); // Warn others AISpeakString(I_WAS_ATTACKED); // 54: "[Perception] Enemy Seen. Not in combat, attacking. [Percieved] " + GetName(oPerceived) DebugActionSpeakByInt(54, oPerceived); // Note: added ActionDoCommand, so that SetFacingPoint is not // interrupted. ActionDoCommand(DetermineCombatRound(oPerceived)); } } } // Else, they are an equal faction, or not an enemy (or both) else { // If they are dead, say we saw something on waypoints, we charge in // to investigate. // * Higher intelligence will buff somewhat as well! if(GetIsDead(oPerceived) && (bSeen || bHeard)) { // Warn others AISpeakString(I_WAS_ATTACKED); // Check if we can attack if(!CannotPerformCombatRound()) { // Hide or clear actions HideOrClear(); // 55: "[Perception] Percieved Dead Friend! Moving and Searching [Percieved] " + GetName(oPerceived) DebugActionSpeakByInt(55, oPerceived); ActionMoveToLocation(GetLocation(oPerceived), TRUE); ActionDoCommand(DetermineCombatRound()); } } else if(GetIsInCombat(oPerceived) && (bSeen || bHeard)) { // Warn others AISpeakString(I_WAS_ATTACKED); // Only if we can attack. if(!CannotPerformCombatRound()) { // Hide or clear actions HideOrClear(); // 56: "[Perception] Percieved Alive Fighting Friend! Moving to and attacking. [Percieved] " + GetName(oPerceived) DebugActionSpeakByInt(56, oPerceived); ActionMoveToLocation(GetLocation(oPerceived), TRUE); ActionDoCommand(DetermineCombatRound()); } } } } // Fire End of Percieve event FireUserEvent(AI_FLAG_UDE_PERCIEVE_EVENT, EVENT_PERCIEVE_EVENT); }