Rollerblader(sonic female) mod (working in a weird way,need help)

As we known if you replace some NPCs (homies, et al)with uncommon one, he or she won't attack anyone mostly even in mission or non-mission status. The AI run really in a confusing way.:confused:
I add Rollerblader (sonic female) in cellphone but they never fight when arrived ingame.However I found a solution that really strange one:rolleyes: .
Here is the story:
Code:
<Homie>
        <Name>zombie_gat</Name>
        <Display_Name>HOMIES_ZOMBIE_GAT</Display_Name>
        <_Editor>
            <Category>Entries</Category>
            </_Editor>
        <Vehicles>
            <Vehicle_Entry>
                <Vehicle>sp_hearse01</Vehicle>
                <Weight>500</Weight>
                </Vehicle_Entry>
            </Vehicles>
        <Humans>
            <Human>
                <Character>npc_Gat_zombie</Character>
                </Human>
                        <Human>
                <Character>npc_saint_rollerblader</Character>
                </Human>       
                        </Humans>
        <Flags>
            </Flags>
        <Image_name>ui_homie_zgat</Image_name>
        <Blocked_for_Mission>
            </Blocked_for_Mission>
        <Display_Desc>HOMIES_ZGAT_DESC</Display_Desc>
        <Audio>PHONE_ZOMBIE_HORDE</Audio>
        </Homie>
Replace these codes above with lines in the homies.xbtl
Code:
<Character><Name>npc_saint_rollerblader</Name><_Editor><Category>Entries:Saints_and_Allies</Category></_Editor><Character>deckers_female_grace</Character><Spawn_Info_Rank>Roller Blader</Spawn_Info_Rank><Team>Playas</Team><AI_Personality>gang tough</AI_Personality><AnimSets><AnimSet><Filename>RollerBlader.xtbl</Filename><PercentChance>100</PercentChance></AnimSet></AnimSets><Flags><Flag>roller_blader</Flag><Flag>use_knees_and_elbows</Flag><Flag>use_leg_bone_constraints</Flag><Flag>ungrabbable</Flag></Flags><Filters><Gender>Female</Gender></Filters><StreamCategory>Spawnable Saint</StreamCategory><Color_Palette>NPC_Saints_Ninja</Color_Palette><Headshot_Multiplier>4</Headshot_Multiplier><Cash><Dollar><Min>50</Min><Max>80</Max></Dollar></Cash><Firearm_Damage_Multiplier>1.0</Firearm_Damage_Multiplier></Character>

Add these codes in character.xtbl

When called ,they'll arrive but just get numb for anyone. Then, The most stranger is, if you lit a fire on them(---yeah, fire, flame :p not shoot them---- ) or let them on fire , they will flee away in a amazing speed and---- when they come back to you., they get crazy with visual effect and destroy any your enemies just like overdose.:D

I don't know why the fire-damage could activate the fighting AI of them and not sure also effect for other replaced NPC. But it seems not work if you replace NPC in Saint Backup.
Hope this hint could helpful for modbuilders to update the mod to make it totally available.:)

I noticed sometimes Normal Homies also have same problem that don't attack, especially Shaundi, really inexplicable AI with high possiblity of getting numb in fight even in mission or your group.>_<b . Occasionally dismiss her from your team will make her to firearm and fail after recruit her again.
 
I've noticed that setting your team to Deckers lets you recruit these specialists... but only for an instant. They have some kind of special AI that attacks you at all times, and prevents them from being a follower. But wouldn't it be cool to have these guys as followers?
 
I've noticed that setting your team to Deckers lets you recruit these specialists... but only for an instant. They have some kind of special AI that attacks you at all times, and prevents them from being a follower. But wouldn't it be cool to have these guys as followers?
How to set your team to Deckers? You mean recruit specialists by whistling near them? The mod above can't do this once you dismiss them. They won't response to your whistling.
 
Sorry, i forgot about context! I'm speaking about when you're NOT using this mod. There's a set_team function that you can put in sr3_city_main() like set_team(LOCAL_PLAYER, "Deckers"). That's what i was talking about. It really has nothing to do with this mod except for the AI behavior i was pointing out.

When you say "numb", you mean they do nothing?
 
Maybe "get numb " is too much, they just keep following player with weapon- ready but never attack. if you dismiss them, they will flee away or become fully nonreponse to anyone or anything.
If set team to "Deckers" in sr3_city_main(), what's the consequence to the other decker members and the following mission, or non-mission status?
Besides, possbily out the topic,where are function script from? is there tempate for command line?:)
 
I wouldn't recommend changing your team except to screw around without saving. The game is definitely not designed to handle you having enemy gang (or police/STAG) followers. I have not tested what happens in missions, but i'd definitely say don't save over your good saves. But it can make for some fun moments and screenshots.

I don't know whether i understand your last question. If i understand it, the answer is this: Searching the mission .lua scripts reveals most of the functions we know about. There may be more functions that we don't know about.
 
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