thestemmer on 28/4/2005 at 03:03
Alright, so I'm a nobody who has no experience with programming and next to none with level editing (the farthest I got was creating a model of my computer room in Dromed). And, speaking with the naiive optimism of one with absolutely no authority on the subject, I'm still sure it's impossible. I'd love somebody to prove me wrong, though. Or at least disappoint me as soon as possible so I don't have time to get my hopes up.
Shadowspawn on 28/4/2005 at 03:44
We made it work in Dromed, sort of. So I can't imagine it'll be impossible here, since we even have animations of climbing ladders. It may take some time, however.
Durinda D'Bry on 28/4/2005 at 07:14
Shadowspawn Ooops, it seems as I've missed something :thumb: Could you link me to some thread or guide how to do this (animation is one point, other interesting thing is how to say guard to use ladder when he does investigation - via scripts?).
Shadowspawn on 28/4/2005 at 12:30
In Dromed, check out the contest mission "A Guard Called Benny", which had thief AI climbing rope arrows. Ladder animations wouldn't be much different.
In T3? I don't know how to yet. I'm sure the navmesh wouldn't handle it, but if there's something like an AIWatchObj, we could trigger the AI to go to a ladder and perform the Garrett climbing animations. Although there's probably a ton of setup work to let the guard even HAVE the climbing animations. And make the guard actually climb...
I'm not yet very confident working with the T3 editor, I'm still trying to clear my plate of T2 commitments. While all you guys figure out the editor, I'll finish my T2 stuff and try to get static meshes, AI, and animations figured so we can change them in T3. By the time I'm ready to start a T3 mission, we'll have it all worked out and I'll just follow Komag's new T3 tutorial from start to finish and know almost everything I need to. :joke:
thestemmer on 28/4/2005 at 16:12
You really think it might be possible? I'd expected somebody to respond with a single post saying "No, can't do it. Go away now." Like I said, I have no experience working with this engine (or any other engine, for that matter), but if it's flexible enough to handle something like this, I'd be quite impressed.
Shadowspawn on 28/4/2005 at 17:37
I'll actually be surprised if it can't be done. Someone will probably have a tutorial on it before I can even try it out.
Dark Arrow on 28/4/2005 at 18:08
In A Guard Called Benny, I used an invisible barrier which got teleported below the AI when it was climbing. That way I managed to get pass the pathfinding problems and the AI getting teleported back to ground. I don't see why such a setup couldn't be used in T3Ed to fool the Navmesh, but I'm not very experienced with the editor.
The basic setup would still be very crude, but with the help of the scripting system we might give the AI's ability to climb ladders depending on the AI's alert state and player position. If I only wouldn't have to work and study...
Bumbleson on 28/4/2005 at 23:17
I'm far away from understanding everything in T3Ed, but the only ways of taking control over an AI I see so far are scripts and conversations. Both share the same set of conditions and actions and there are not many options that may allow to make an AI climb a ladder. "Start my animation..." sounds promising, but I doubt that playing a climbing motion alone is enough to actually make an AI climb a ladder, especially not as a natural part of investigation or pursuit.
Krypt on 29/4/2005 at 01:02
AIs climbing ladders seems pretty improbable to me... at least not in any way that looks good. You might try placing a ladder at a bit of an angle and building some invisible steps going up it and make sure there is Navmesh on each step. This probably won't work, but if it did the guy would just run up the ladder. This would probably be a bad idea for a real map though, because the ladder would have some really weird collision if the player tried to climb it. Worth a shot though, I suppose.
rewclough on 29/4/2005 at 12:27
No idea of the measures that would be needed, i'm sure it could be simulated at least to some degree.
However, I think the bigger problem would be the AI's actions, eg what should an AI do if he is halfway up a ladder and sees garret at the top. Or if an AI is killed whilst up a ladder etc.