New Horizon on 30/3/2005 at 18:39
Has anyone tried to get lockpicking to alert AI? I've been messing around in the editor with this but I have no idea where to enable this.
SneaksieDave on 30/3/2005 at 23:10
My assumption would be that certain things - moving, opening doors, fighting, etc - are coded to produce a sound stimulus of some kind, and the AI don't actually "hear" sound being played at all. That's based on the fact that some noisy things - lockpicking, shooting a broadhead at a wall, etc - get no response at all. Isn't it funny though that when you throw an object past an AI, he hears it before it even lands... but I digress. Anyway, I assume those things were not coded to "emit" sound. So we might be screwed, unless we can get to/find out where/how the fact that a thing emits AI-hearable sound is defined. Then it might be as simple as changing (or hacking) a value from 0 to 1.
But again, that's assumption. And this is not really helpful, except maybe to think of it in a different way...
belboz on 8/4/2005 at 14:25
They are controlled by a bunch of varibles, but I can't remember where I saw them.
I was looking into the player kills problem as in when someone dies, and garrett didn't kill them, the kill still gets added to garretts total of kills.
Well the kills is controlled by a global kill value, there is only one varible, where all kills get added to it, and not two varibles, one for garrett's kills, and one for other kills, so who ever had this bright idea, should be keelhauled. :eww:
Bumbleson on 10/4/2005 at 18:21
Sure? For kills there are the variables sta_kills, sta_killstotal and sta_PeopleKilledToday. They are incremented by scripts on combatant AIs ONLY when they are killed by the player (at least this is what the script condition says). For non-combatants there are the variables sta_noncombatkills and sta_noncombatkillstotal, which are also only incremented when the player kills the AI. It may be possible that the condition is not working correctly and also fires when an AI gets killed by another AI. I didn't test it however, because I don't care about the kill stats and never even noticed which kills add to what. :p
Regarding the original question: Try the script conditon "when I see the player hacking/lockpicking". Or did you mean the sound of lockpicking? This would be a lot harder to do, but I think it may also be possible with scripts.
New Horizon on 10/4/2005 at 19:14
Quote Posted by Bumbleson
Regarding the original question: Try the script conditon "when I see the player hacking/lockpicking". Or did you mean the
sound of lockpicking? This would be a lot harder to do, but I think it may also be possible with scripts.
Hmmm, but shouldn't it be as simple as setting the noise type...or adding it to some type of noisetype array that says what types of sounds guards can hear?
Bumbleson on 11/4/2005 at 21:26
Depends on whether the lockpicking sound is an "audible" sound (i.e. a sound AIs can locate in 3D space) or just an "acoustic decoration" which is not really part of the environment. In the latter case it might be possible to put a script on the lockpicks with condition "when I am used from the inventory" and with action "play sound....", so it would really play a detectable sound.