nicked on 16/11/2017 at 22:31
It's no secret that the blackjack is extremely overpowered and easy to exploit the AI with, so I'm trying to think of ways to make it less of a win button.
First thing I've done is given it a Weapon > Exposure value of 5. This is half as much light gem effect as the sword so it doesn't light you up like a beacon, but means you can't just run around in the dark next to alert AIs and whack em.
I'd also like to remove the circle-strafe knockout if possible (i.e. where you just run behind an alerted AI and KO them before they can turn around).
I tried an AlertResponse to remove the GetsKnockedOut metaproperty when the guard is alert, and also tried the same with an AIWatchObj link to himself, but it doesn't seem to have any effect. Maybe I'm doing it wrong? Ideally what I'd like is for any guard to have their knock-outability removed when they're at level 2 or 3 alertness, and then regain it once they drop back down again.
trefoilknot on 16/11/2017 at 22:48
I can't help with adjusting alertness-based knockout ability, but another way to nerf it would be helmets! Those can accomplish two things: (1) make it impossible to knock out a guard; and/or (2) make it noisy to knock out a guard. If you don't want to make certain guards impervious, the noise factor could make a big difference. If would force the player to be much more thoughtful about where/when they use their blackjack.
FireMage on 16/11/2017 at 23:13
That's something interesting ! :D
About the metaprop, you won't actually be able to remove it because this one is not applied to the objects themselves but to their root.
The only way to counter the metaprop is adding to the AI a new metaprop that will imune them to KnockOut stim with Alert Response.
AlertResponse should add to themselves an AIWatchObj link. And this link must be set via AI>utility>AIWatchObjDefault.
It should remove the imunity once the AI is below Alert3 or 2 level ! ;)
I guess that should do it !
DrK on 16/11/2017 at 23:14
That could be very interesting.
I like the idea of a noise which would alert nearby AIs. Not a heavy sound like when you try to KO a guard with helmet, but maybe a softer one which would have a very limited radius.
LarryG on 17/11/2017 at 02:56
It all sounds like something you can do with squirrel, assuming you don't like patching together existing scripts.
ZylonBane on 17/11/2017 at 03:17
Making a noise alert AIs is entirely within the realm of the sound schema.
nicked on 17/11/2017 at 07:21
Aha - yeah this can be achieved by adding AI > Utility > Sound Value : Minor Anomaly to the schema bjack_flesh. That causes a level one comment, or you can properly alert em should you wish with a Major Anomaly which is as if you shouted while knocking them out. Minor feels like a nice realistic touch without adding too much unfairness.
I'll see if I can get the no-knockout additional metaprop working. Thanks for the suggestions!
Edit - ok the setup works, with the slight strangeness that the guard does a sort of double-take knockout. Not sure why but it seems to be affected by the Reuse/Reset delay. If it's too low, the guard goes into a loop of dancing around being knocked out continually. Here's my setup:
On the AI:
AI > Responses > Alert Response
Alert Level: (2) Moderate
Priority: Absolute
Step 1: Add/Remove Metaprop
Arg 1: Add
Arg 2: CoshProof
Step 2: Add Link
Arg 1: AIWatchObj
Arg 2: (AInumber)
Arg 3: (AInumber)
AI > Utility > Watch: Watch link defaults
Watch Kind: Self entry
Priority: Very High
Radius: 8
Height: 8
Req. Awareness: (0) None
Line Requirement: None
Min Alertness: (0) None
Max Alertness: (1) Low
Exit: Link Kill Option: Don't kill
Reuse delay: 10000
Reset delay: 10000
Response Step 1: Add/Remove Metaprop
Arg 1: Remove
Arg 2: CoshProof
nicked on 17/11/2017 at 08:03
On the plus side, it's pretty funny...
[video=youtube;Hi379Xtgz5M]https://www.youtube.com/watch?v=Hi379Xtgz5M[/video]
Zontik on 17/11/2017 at 12:09
Oh, it's even TOO funny.
FireMage on 17/11/2017 at 16:51
Haha xD Somebody need to make a remix of it !
Hmmm.. Ten second should be fine... Tick "Test Once Triggered" and tell us if the problem still happens ?
If it still happens, it could be your alert response : you have to select very high because Absolute got a higher priority than death event.