Originally Posted by D0rad01356
Thanks for the reply. Where do you register the trigger,? INIT or KB?
Wherever you want. If it should only become active at some point, you'd do it in KB when a certain rule triggers. If it should be active from the start, you can do it in INIT.

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Also, would you have an idea on what I am doing wrong with the call Proc_CharacterSetTemporaryHostileRelation, using "_char" or "_player" is not valid? I'm guessing it's asking for the CharacterGUID, but how do you provide that GUID when you need to use test dummies in the engine?
Normally you set a (temporary) hostile relation in reaction to something the player character did. In that case, you can get a reference to the player character from that. E.g. if it's because of a dialogue choice, then set a character flag on the player in the dialogue and in general you would then react to the https://docs.larian.game/Osiris/API/ObjectFlagSet event.

However, hostility is a special case because characters that are in interactive dialogues can't be added to a combat (and you probably want it to happen after the combat finished anyway). So for that specific case you can use the existing "TemporaryHostilityAfterDialog" character flag that you can set on a player, and there is already story code that will then only trigger the hostility after the dialogue ends.

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Thanks for helping this girl out!
You're welcome!