Beltzer on 8/9/2018 at 21:10
I have working with a problem the least couple of days. Sometimes it works, sometimes not.
In dromed its works almost every time, but not so often in Thief 2.
Its all about a AiWatchObj link. The AI patrolls to a TrolPausePt, when he should frob a button.
Its so frustrating when it works sometimes and sometimes not. If someone could give me a hint.
I could upload the zip if someone would look at it. I would add a BIG TANKS in the readme.
R Soul on 8/9/2018 at 22:21
The AI checks the conditions of the link (distance, alertness) every fraction of a second (I'm not sure of the exact frequency). You need to ensure the radius is quite generous, otherwise the AI could check (outside of radius, no action), walk through the object, get beyond the radius and then check again (outside the radius, no action).
The AI's alertness may be affecting things. You should ensure the maximum level (in the link data) is 2/Moderate in case the AI has seen you or been alerted by something else, such as an enemy AI or the noise of an object collision.
If the above advice helps, the tank I'd like is the Challenger 2.
vfig on 9/9/2018 at 07:09
Maybe a silly question, but does the AI always take more than 10 seconds between reaching the TrolPausePt again? If not, you need to decrease the reuse delay a bit.
Unna Oertdottir on 9/9/2018 at 07:28
Quote Posted by Beltzer
He had fight alot before the trolpause.
So he's still alerted.
set game_mode_backup 0
to find out what's going on with this AI.
If he's still alerted, he needs higher priority in the AIWatchObj link (it's set default/none)
Beltzer on 9/9/2018 at 12:34
vfig:
Not sure what you mean. He just stands there, on the trolpausept.
Unna:
Thanks. I'll try to set priority to absolute.
Beltzer on 9/9/2018 at 13:10
I am really close to throw all in the trash bin. I have tested and tested. Sometimes it works and sometimes id does not.
In Dromed it could work, but in the game it does not. I tried to change the radius on the trolpausept and set priority to absolute.
It worked in Dromed, but not in game.
Unna Oertdottir on 9/9/2018 at 13:23
PM me the zip, I'll take a look. Note the object number of the AI.
vfig on 9/9/2018 at 20:03
Beltzer: (Edit: incorrect) I'm guessing that the default AIWatchObj created by the TrolPausePt (Wait, 5000ms, IdleGesture 0) and your own AIWatchObj link are getting in each other's way.
Rather than messing with their relative priorities and reset delays, I suggest just using a TrolPt here instead of a TrolPausePt, and (if you want that pause) add an extra step to your AIWatchObj link for the AI to wait for five seconds.
Beltzer on 10/9/2018 at 14:18
I'm reworking almost everything now. This is gonna take some times.