New Horizon on 22/4/2005 at 20:35
Quote Posted by Fallen+Keeper
After all those missions his eyes got used to it. :ebil:
LOL Could happen I suppose. ;)
A suggestion given to me from outside of the forum was to make the flashbomb spawn an object on death that would destroy itself immediately. Then simply Query if that object is in view as it will only exist when the flashbomb goes off. :)
Cool idea.
Lets try it out.
Bumbleson on 22/4/2005 at 20:46
There is an AND operator, but I'm not sure if it's needed here. Some (most? all?) "Query" conditions don't fire by themselves, but only when another condition has fired first. Then they fire as well. This sounds like a default AND to me, but I could be wrong. If we still need an AND in this case, I wonder what's the difference to all the scripts with a normal condition and a query, but without an AND. I guess we can only try.
As to the "object in view" condition, I've also thought about that. I'll try some variatons.
Bumbleson on 22/4/2005 at 21:33
Ok, one problem with "object within view" is that now the effect triggers even if the flahbomb goes off far away. Sometimes the player is blinded even if nearby guards are not. The comment of this condition says the object must be within PROP_FLOAT_LEAVEDISTANCE feet of the player for it to trigger. This can only mean LeavingDistance in the level properties. But even if I set it to 1.00 I'm still blinded no matter how far away I throw the flashbomb. Looks like it's buggy :p Back to testing player distance...
New Horizon on 22/4/2005 at 21:35
Quote Posted by Bumbleson
Ok, one problem with "object within view" is that now the effect triggers even if the flahbomb goes off far away. Sometimes the player is blinded even if nearby guards are
not. The comment of this condition says the object must be within PROP_FLOAT_LEAVEDISTANCE feet of the player for it to trigger. This can only mean LeavingDistance in the level properties. But even if I set it to 1.00 I'm still blinded no matter how far away I throw the flashbomb. Looks like it's buggy :p Back to testing player distance...
How did you setup the conditions and actions for this? I'll work on it from my end too.
New Horizon on 22/4/2005 at 22:03
This might work in conjunction...
Condition:
"When I am used in any way from the inventory"
"Query if linked object(s)[Link Flavor] are within [float] unreal units from linked object(s) [Link Flavor]"
"Query if object is in view"
Haven't tried it...but...you never know.
I have to say, working on this stuff is both frustrating and rewarding. :)
Bumbleson on 22/4/2005 at 22:13
Ah, that's better! :)
Conditions:
On script startup
Logic AND operator
[INDENT]Query if this object is within view
Query if linked object(s) MYSELF are within 280.00 unreal units from linked object(s) PLAYER[/INDENT]
Actions:
as above....
I put this script on the FlashbombStimExplosion and it works pretty well. The condition "on script startup" fires as soon as the flash explosion is spawned. The test for being in view AND within a certain distance to the player did the trick. This way I could evade the LeavingDistance bug. 280 unreal units is approximately the distance within which guards are also blinded by the flash.
New Horizon on 22/4/2005 at 22:34
That works really well. :) The only trouble I'm having is that it's really hard to look away fast enough without having the flashbomb fired in the same direction I turn.
I wonder if there is some way we can delay the flashbomb flash by 1 second.
Bumbleson on 22/4/2005 at 23:03
There's a DelaySpawn link, but I don't know how to use it together with DeathSpawn or instead of it. Maybe you could spawn a dummy object when the flashbomb hits the ground and let this object emit the flash and lights with a delay.
As for me, I like it the way it works now. Makes flashbombing a challenge again :)
ZylonBane on 22/4/2005 at 23:07
Quote Posted by New Horizon
That works really well. :) The only trouble I'm having is that it's really hard to look away fast enough without having the flashbomb fired in the same direction I turn.
Why would it be any more difficult than classic Thief?
SubJeff on 22/4/2005 at 23:10
They drop and go off faster?