on 09-06-2011 11:50 PM
Bit of help please with a quick one. I've been messing about in UGC. I've set up a street performer. Then set up two police stood there idle watching him. They're all in the same group. I've got the logic set up so that if any of the three (the performer and two police) in the group are wounded, it will make them all hostile towards Cole. It seems to work. The performer trys to hit me occasionally when close enough and the police throw grenades at me occasionally, in between moving about. That's all they do though. They don't use their guns. They just will not shoot me.
I've even tried giving them orders to assault cole with both the limited engage and freely engage, and even combined these with the hostility thing but it's to no avail. They still wont shoot. Still just grenades.
Is there any particular reason for this?
10-06-2011 12:10 AM - edited 10-06-2011 12:21 AM
It sounds like you've done everything correctly. To isolate the issue, as a test, you might want to try replacing the police with another NPC with a gun, like Zeke. If it works with Zeke then perhaps there is an issue with the police
on 10-06-2011 01:19 AM
on 10-06-2011 01:43 AM
I was just about to post about this too! But yes, I've noticed that Police set to "Automatic" for their weapon will not fire their pistol very often at all! They only throw grenades. Those with the RPGs fire fine, however.
In addition, they seem to be taking extremely little damage when testing out with my mission from the player; I am not sure if this is due to my Karma bonus for reduced damage to Civilians or if it is just apart of the bug.
10-06-2011 11:44 AM - edited 10-06-2011 12:05 PM
Yeah, something to do with the gun or police. Bit odd. They will use the RPG's perfectly fine. If I give both of them guns, then neither of them will EVER fire their gun. If however I give one of them an RPG and one of them a gun, the one with the gun will use it, but barely ever. Still uses grenades.
Zeke will use his gun at a standard rate. If I put Zeke in the group, the police still wont use their gun. Zeke will though.
Rebels with pistols will also use their gun just fine. As well as throw grenades.
As for the damage thing, I've noticed that too. Seems like it takes a ridiculous amount of pincers to put them down. Dunno whether that's because they have 300hp by default or what. I dunno if they have 300hp by deafult in the main game. If they do then yeah, there's an issue there too. I did try knocking their HP down but still seemed to take more than it should to kill them.
on 10-06-2011 12:46 PM
Actually it doesn't just seem to be Cole.
I set up a group of 3 police and a group of a single militia. I placed them near each other in view of each other and set both groups to be hostile towards each other from the mission start. The militia shot at the police, the police did nothing but run around to cover, not even throw grenades. Restarted it and the police actually return fire a couple of times at first but then just stopped.
Dunno what's going on really. Glitched or something. Anyway, I'm off to the pub!
10-06-2011 07:36 PM - edited 10-06-2011 07:39 PM
Yeah having issues with the cops i wanted to create a "corrupt police" scenario.
Anyways even if you set it to hostile the odd police man fires but the rest just sit around or run for cover without firing.
I set up like:
group [ police ] after group [snipers] are defeated to attack cole within given range.
They don't, they just stand about.
Yet if i replace the police with miltita, it works as intended...
I can't get the hostile setup toward cole to work at all.
Like after group 1 is defeated group 2 become hostile towards cole? any ideas lol.
on 10-06-2011 09:58 PM
Not sure. Not well acquainted enough with it yet. I would have thought it's possible though, to make group 2 hostile towards cole after group 1 is defeated.
I do hope this cop issue gets sorted though.
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