SneaksieDave on 6/4/2005 at 17:00
I've swapped gamesys many times, and that's definitely the easy part. It even zips up very small. The scripts however, I know of no solution for. Export without import = trouble. Hoping some very sharp person says "Aha! I figured it out!" soon. :erg:
Mandrake on 6/4/2005 at 19:13
Quote Posted by SneaksieDave
I've swapped gamesys many times, and that's definitely the easy part. It even zips up very small. The scripts however, I know of no solution for. Export without import = trouble. Hoping some very sharp person says "Aha! I figured it out!" soon. :erg:
So just copying the appropriate script files from someone elses editor install to your own BEFORE starting up the editor doesnt work ? :erg:
SneaksieDave on 6/4/2005 at 22:30
I'm not positive, but I don't think so. The scripts need to be compiled (that terribly long process on closing the script editor) and I'm pretty sure one time I purposely got rid of any changes I made, and then added a script I had by dropping it into the folder, and it didn't become part of the list after a recompile. I think - then again maybe that was a .uc class? Hmm. Also, the scripts are all numbered after they're compiled (there's some index file in the script directory that apparently keeps track of this number) and at the very least, they'll all have different numbers on everyone else's machines, so... not good. I think. Now I'm curious. Will have to try it for sure later.
nomad of the pacific on 7/4/2005 at 09:47
You guys have been doing a great job! :thumb:
I've been picking through this thread, trying to piece together all your work so far and this is what I've come up with:
Attached directly to the Guard, or Guard archetypes:
Script: AIDropWeapon
Condition: When my behaviour state changes to [STATE_EQUIP_WEAPON]
Action: Propogate message [STATE_EQUIP_WEAPON] to linked object(s) [RigidAttachment]
Script: AIKeepWeapon
Condition: When my behaviour state changes to [STATE_HOLSTER_WEAPON]
Action: Propogate message [STATE_HOLSTER_WEAPON] to linked object(s) [RigidAttachment]
Attached directly to the weapon model (if manually attached) or to the weapon archetype:
Script: DropWeapon
Condition: When propogated message [STATE_EQUIP_WEAPON] detected on linked object(s) [MYSELF]
Actions: Set [DontDropOnDeath] to [FALSE] on linked objects of [MYSELF]
Script: KeepWeapon
Condition: When propogated message [STATE_HOLSTER_WEAPON] detected on linked object(s) [MYSELF]
Actions: Set [DontDropOnDeath] to [TRUE] on linked objects of [MYSELF]
Script: FrobDroppedWeapon
Condition: When my object contacts the ground
Action: Set [HighlightDist] to [64] on linked objects of [MYSELF]
Action: Set [IsFrobbable] to [True] on linked objects of [MYSELF]
Action: Set [FrobBias] to [8] on linked objects of [MYSELF]
Also on the weapon archtype, set:
Inventory: DontDropOnDeath to True
Throw: MaxThrowRotation X and Y to 270
Throw: MinThrowRotation X and Y to 180
Have I missed anything? It all seems to work OK except on the long sword. I can't seem to pick it up. I'll have to look into that.
I looked into alerting guards when they see dropped weapons, but had no luck, yet. Other than that, your work is amazing! Keep it up! :thumb: :thumb: :thumb:
Mandrake on 7/4/2005 at 12:21
Quote Posted by nomad of the pacific
You guys have been doing a great job! :thumb:
I've been picking through this thread, trying to piece together all your work so far and this is what I've come up with:
Attached directly to the Guard, or Guard archetypes:
Script: AIDropWeapon
Condition: When my behaviour state changes to [STATE_EQUIP_WEAPON]
Action: Propogate message [STATE_EQUIP_WEAPON] to linked object(s) [RigidAttachment]
Script: AIKeepWeapon
Condition: When my behaviour state changes to [STATE_HOLSTER_WEAPON]
Action: Propogate message [STATE_HOLSTER_WEAPON] to linked object(s) [RigidAttachment]
Attached directly to the weapon model (if manually attached) or to the weapon archetype:
Script: DropWeapon
Condition: When propogated message [STATE_EQUIP_WEAPON] detected on linked object(s) [MYSELF]
Actions: Set [DontDropOnDeath] to [FALSE] on linked objects of [MYSELF]
Script: KeepWeapon
Condition: When propogated message [STATE_HOLSTER_WEAPON] detected on linked object(s) [MYSELF]
Actions: Set [DontDropOnDeath] to [TRUE] on linked objects of [MYSELF]
The above scripts that execute every time the AI holsters and unholsters their weapon probably need a "reset script conditions and actions" as the second action for them to work more than once each. (Untested so far)
Quote:
Script: FrobDroppedWeapon
Condition: When my object contacts the ground
Action: Set [HighlightDist] to [64] on linked objects of [MYSELF]
Action: Set [IsFrobbable] to [True] on linked objects of [MYSELF]
Action: Set [FrobBias] to [8] on linked objects of [MYSELF]
Also on the weapon archtype, set:
Inventory: DontDropOnDeath to True
Throw: MaxThrowRotation X and Y to 270
Throw: MinThrowRotation X and Y to 180
Have I missed anything? It all seems to work OK except on the long sword. I can't seem to pick it up. I'll have to look into that.
Try using a HighlightDist of 128, 64 seemed a bit marginal when I tried it, making it sometimes very difficult to highlight the object. Most objects in the game seem to use 128...
nomad of the pacific on 7/4/2005 at 12:32
Quote:
The above scripts that execute every time the AI holsters and unholsters their weapon probably need a "reset script conditions and actions" as the second action for them to work more than once each. (Untested so far)
Whoops! Forgot that one. Thanks! :)
Quote:
Try using a HighlightDist of 128, 64 seemed a bit marginal when I tried it, making it sometimes very difficult to highlight the object. Most objects in the game seem to use 128...
Will do! I didn't have any problem, but best to remain consistant.
Be sure to add this to the Wiki when you're done! Such great work should be posted eternally! :D :thumb:
Bumbleson on 7/4/2005 at 23:52
Quote Posted by nomad of the pacific
I looked into alerting guards when they see dropped weapons, but had no luck, yet.
That problem is really gnawing at me :erg:
There must be a way to make AIs upset about seeing a certain object that shouldn't be there, but I can't find it. I mean, they should react if they see blood, shouldn't they? Well, I tried placing a big blood puddle right in front of a guard (at mission start), but he did NOT react! So what is it that gets their attention?
jtbalogh on 8/4/2005 at 07:09
I noticed AI got alerted from blood after I killed people in the city. The blood was in bright light in the path of patrolling guards. I hid the corpse and cleaned the area with water arrows to avoid the alert.
nomad of the pacific on 8/4/2005 at 07:21
I noticed that in the Actor Class Browser under SpawnedWeaponsObject, there's a BloodMark and a BloodPuddleController, but they're not 'placeable' (an easy fix). Perhaps the BloodPuddleController is what the AI react to? If so, maybe we can spawn one when the weapon hits the ground and attach it to the weapon so it will be hid when we dispose of the weapon. I'll give that a try later.
Mandrake on 8/4/2005 at 07:51
Quote Posted by nomad of the pacific
I noticed that in the Actor Class Browser under SpawnedWeaponsObject, there's a BloodMark and a BloodPuddleController, but they're not 'placeable' (an easy fix). Perhaps the BloodPuddleController is what the AI react to? If so, maybe we can spawn one when the weapon hits the ground and attach it to the weapon so it will be hid when we dispose of the weapon. I'll give that a try later.
Could be a tad strange when an AI notices a sword lying on the ground and says "look at all this BLOOD!" :cheeky: