Oldeye on 4/6/2005 at 01:00
Quote:
P.S.: The last unsolved problem here was how to make dropped weapons visible to other guards...
I know, but I thought it would be interesting to bring up that point.
But Subjective Effect brings up a better point. I completely forgot about the whole trauma-to-brain effect blackjacks have :p . I guess that idea is thrown in the trash.
Now for something completely off the topic: How about Garrett gains the ability to break someone's neck? :laff:
Crispy on 4/6/2005 at 03:41
We are talking about Garrett here, right? Not Sam Fisher (or whatever his name is)? :p
I think the blackjack will do, personally. The gameplay effect is exactly the same (disable enemies from behind at very close range), except that I'd imagine it wouldn't be quite so quiet! Not very Thiefy if you ask me. :)
Besides, killing people is bad, m'kay.
Oldeye on 6/6/2005 at 00:59
Sorry should've made the point that I was joking :cheeky: . Like putting in the :laff: face. In fact...I've fixed it.
Crispy on 6/6/2005 at 06:40
Heh. That's more like it. :cool:
Oldeye on 6/6/2005 at 17:40
:thumb:
nomad of the pacific on 6/6/2005 at 23:21
Quote:
Originally posted by Bumbleson:The last unsolved problem here was how to make dropped weapons visible to other guards...
The only way I've gotten them to notice dropped weapons so far is to pick them up and throw them at the guards. :p
Bumbleson on 7/6/2005 at 21:46
Congratulations, that corresponds with my findings so far :p
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Missing script condition #59: "When I see an object inheriting from [ClassName]"
Pootzwacke on 24/6/2005 at 03:20
Just browsing here... but I work in the game industry as a Technical Artist, and I've used the Unreal engine a bit... so maybe my idea won't be totally stupid. (I've d/led the T3 editor, but I haven't even had time to look at it... since I'm in crunchtime to finish the game that I'M working on at the moment!) :D
So here's the idea: if one sensory system doesn't work, why not try another? Can you set up the fallen weapon to emit a constant empty noise at a decently wide (but short) radius on the ground? If the weapon pulsed a noise, say every 2 seconds, even if it was an "empty" sound, the guard might hear it and you could trigger him that way. You could even steal the properties of a noisemaker arrow as a starting point... change the radius to a decent "line of sight" number but emit no noise... this might be even better because the guard would run over to investigate the weapon after "seeing" it, then go on alert...
Just a thought for someone to try. I don't claim to know how Thief 3's messaging system works, or how much UnrealScript is left intact... :thumb:
-Pootzwacke
Bumbleson on 24/6/2005 at 05:33
UnrealScript is somewhere inside of it all, but not accessible to the designer.
As to your suggestion: I think it might be possible to do that, but then the AIs would always "see" it, even if it's in the dark. The original idea was to force the player to hide dropped weapons in the same way he has to hide bodies. If they emit a noise, they will also do so in the dark. Unfortunately there's no way to check for lighting conditions or even let lights emit a stim and check the intensity.
Doc_Brown on 24/6/2005 at 05:46
Just a thought, but you know how the NPCs can recognize when, say, a chair has been moved? There's got to be some specific code behind that, and I'm wondering if there's any way to link it with the weapon models when they're dropped...