I’ve already tried passing the group name as a string parameter and not as a pre-declared string in a desperate attempt to make it work.
I also have already double checked the tag of the creature and the tag in the script.
I also deleted his blueprint, made a new one and gave the tag. Just in case it was a blueprint error.
At the end of a convo where the group is present I call this function.
to which I pass HD_ELVES as a parameter. 5 creatures go hostile, the one with the tag above stays a commoner. Only thing I can think as a problem at this stage, is that he is the convo owner. However, the hostility happens on the very last node. And even if it weren’t, it shouldn’t prevent him from going hostile and breaking the convo.
Any ideas about this behavior would be much appreciated.
A couple of thoughts though.
1: Rest of the creatures do get added to the group using the (apparently?) obsolete function.
2: Why is it obsolete? It never failed me.
3: Shouldn’t they have deprecate it or something if it’s obsolete ?
Interesting. And I guess GroupAddTag is like GetObjectByTag, while GroupAddNearestTag is like GetNearestObjectByTag. Just the equivalent functions for groups.
Would GroupAddTag work when all tags are unique of course?
I made it work with GroupAddTag(…). Good to know that some dozen instances in my campaign where I use the obsolete method are a ticking bomb . I won’t go into the effort to change them though. They work. I just know now for any future projects that I should look into the libraries. I just thought that obsolete methods should include the obsolete description in the method description (Like when I pick it from the script assist). And the one in question here doesn’t mention anywhere that it is problematic.
Anyway, that’s why we love the toolset. We’re a bit masochistic I guess.