ShadowSneaker on 21/10/2008 at 14:11
I have observed that Haunts do not drop their weapons. They seem to be the only AI that does not. Perhaps I could change one of the AIPawn properties to match them.
SS
ShadowSneaker on 12/11/2008 at 16:06
I've changed the Combat Model to 'Gamall' and it seems to be working fine (before I was using the HumanSpellCaster model). No one has dropped their weapon yet (I have added this to the apparitions aswell). They wouldn't make Gamall so easy to defeat would they?
SS
massimilianogoi on 12/11/2008 at 18:29
:laff:
jtr7 on 12/11/2008 at 19:40
:laff:
Quote:
They wouldn't make Gamall so easy to defeat would they?
Just make the Fire Shadows
immune to oil flasks, and perhaps make them ignite the oil slicks.:thumb:
ShadowSneaker on 12/11/2008 at 22:11
Quote Posted by jtr7
Just make the Fire Shadows
immune to oil flasks, and perhaps make them ignite the oil slicks.:thumb:
That's one of the first things the tutorial tells you to do. I will have to look into the oil igniting, though I won't be putting any oil flasks in any mission I do.
Slipping on a puddle is too cartoony.
SS
jtr7 on 12/11/2008 at 22:36
:thumb:
I remember back when the taffer community was speculating what the oil flasks would be used for, and one of the more Thiefy ideas I kinda liked was that it might be used to lubricate squeaky hinges, thus increasing stealth. But this was before we found out that we would be shattering glass containers to release the oil.
Beleg Cúthalion on 13/11/2008 at 08:47
There is a When-this-puddle-is-stepped-on CONDITION as far as I know. :erg: Well, of course you could create an inventory oil that could be used on doors somehow, but you'd have to make a squeaking door first. :p Or a creaking wooden stair, that'd be even more realistic.
ShadowSneaker on 13/11/2008 at 13:47
The metal doors are quite loud and will alert AI if they are close by. Could you make a script that turned the sound off when you threw an oil flask at it?
It's not such a big problem since you can just wait for them to walk past anyway.
Quote:
Or a creaking wooden stair, that'd be even more realistic.
A volume and trigger script? That could be quite cool. Would the AI respond to the sound though?
SS
Beleg Cúthalion on 13/11/2008 at 13:56
That was just my fantasy started by jtr's post. :p I mean it would be possible somehow (the stairs with a couple of volumes to trigger only when the player is moving; the oil either with oil flasks or a separate new oil... at least the conditions would work that way, actions could be faked in the worst case with altered sensory multipliers) but I didn't think of it as essential just now. Plus, with respect to the ongoing gameplay discussions with visibility in front of a lit window etc., I doubt we'll make anyone happy with it. Although I don't want to exclude this for experimental FMs. :sly:
ShadowSneaker on 20/7/2009 at 12:19
I'm having some problems with the Fire Shadow : I wanted it to behave like the one in TG but I can't make it spawn a fire arrow or speed up when attacked. I originally had it disappearing and spawning an arrow upon death :
(
http://www.youtube.com/watch?v=Mmu4xEeJpE4)
but I don't know anything about getting the actual Fire Shadow to respawn after being killed, which it needs to do otherwise it's only good for one arrow.
Anyone have a clue what to do?