Bumbleson on 12/4/2005 at 22:32
No news on this topic? :p
I found a property named LightLevelToVisibilityLookup. I think it defines the points of a function diagram which translates a light level to a visibility number. Visibility numbers seem to be used by the sensory model to translate (with a similar function diagram) the visibility of an actor to an alertness state (among other things). That's what I think. Unfortunately I couldn't provoke any AI reaction with this on the Longsword (peasants and guards). It could be another dead end, but maybe somebody else can make it work...
btw. what do the different colors of properties mean? I guess grey means the property of a parent and dark blue is a newly added property. But what does red mean? And I think I also saw light blue.. :confused:
nomad of the pacific on 7/5/2005 at 20:53
Bumping this thread because I may have found a problem.
I created an .IBT file from my map. When I went back to my .UNR file to continue building, all my AI weapons were gone! :p The weapons loadout still seems to be intact. The only changes I made to the weapons was this mod. Has anyone else built an .IBT file after implimenting this mod? Any problems with weapons?
HELP!! :confused:
nomad of the pacific on 7/5/2005 at 23:47
Double post. Sorry.
I found that my gamsys was corrupted. Going back to a backup got my weapons back, so it probably had nothing to do with the customization of the weapons unless it was a combination of that and creating the IBT. Probably just a random fluke, though. :p
Mandrake on 8/5/2005 at 06:39
Quote Posted by nomad of the pacific
Bumping this thread because I may have found a problem.
I created an .IBT file from my map. When I went back to my .UNR file to continue building, all my AI weapons were gone! :p The weapons loadout still seems to be intact. The only changes I made to the weapons was this mod. Has anyone else built an .IBT file after implimenting this mod? Any problems with weapons?
HELP!! :confused:
When you add the ini file entries that cause the game to create an IBT file, it also causes all AI's to have no weapons and flee. As soon as you change the ini files back after generating your IBT they should get their weapons back again.
nomad of the pacific on 8/5/2005 at 22:43
Strange side effect. Thanks for the info. :)
Oldeye on 3/6/2005 at 18:36
You know, I think it would be much more of a realistic thiefy experience if the guards or peasants woke up eventually after being knocked out, all disoriented and alert.
They did this same thing in Hitman 3, it was kind of annoying, but realistic nonetheless.
SubJeff on 3/6/2005 at 19:29
It'd be totally unrealistic though. Blackjacks actually cause serious injury and you wouldn't just get up and be disorientated, you'd be out of action for days, maybe even weeks.
Jadon on 3/6/2005 at 19:55
Now if Garrett was using a sap...
nomad of the pacific on 3/6/2005 at 23:52
What about gas bombs? They could be less damaging.
Bumbleson on 4/6/2005 at 00:38
I don't know if it's possible to wake up disabled AIs. What I know is that there's no script action doing this (only the player can be resurrected) and it's not a simple matter of setting the health state property to "alive".
P.S.: The last unsolved problem here was how to make dropped weapons visible to other guards...