ThornabySean
Members
-
Joined
-
Last visited
Reputation Activity
-
ThornabySean got a reaction fromDeactivated Memberin Getting Random Ped to not FleeThank you all for your help, after a lot of playing about the answer I have just tested was very close to what Albo said (not that I ever expect anything Albo says to be wrong!)
NPC.BlockPermanentEvents = true;
NPC.GiveNewWeapon("WEAPON_BAT", 20, true);
NPC.RelationshipGroup = MyEnemyGroup;
Rage.Native.NativeFunction.Natives.TaskCombatPed(NPC, Game.LocalPlayer.Character, 0, 16); <------ setting this to 16 was the difference, setting back to 1 meant they ran away again
The enemy group will come in handy later in a different scenario where the ped 'calls in his mates' :-)
Thank you all for taking the time to respond.
-
ThornabySean got a reaction from Albo1125 in Getting Random Ped to not FleeThank you all for your help, after a lot of playing about the answer I have just tested was very close to what Albo said (not that I ever expect anything Albo says to be wrong!)
NPC.BlockPermanentEvents = true;
NPC.GiveNewWeapon("WEAPON_BAT", 20, true);
NPC.RelationshipGroup = MyEnemyGroup;
Rage.Native.NativeFunction.Natives.TaskCombatPed(NPC, Game.LocalPlayer.Character, 0, 16); <------ setting this to 16 was the difference, setting back to 1 meant they ran away again
The enemy group will come in handy later in a different scenario where the ped 'calls in his mates' :-)
Thank you all for taking the time to respond.