SneaksieDave on 16/4/2005 at 18:38
Okay, does anyone know where it is, that zombies are made to get up after receiving "fake" damage? I've looked through the actor hierarchy. I've looked at the scripts. I've looked at the linked ZombieVulnerability metaproperty. I just don't see it. Somewhere, they are told, after receiving a certain amount of fake/nonlethal (determined by the vulnerability metaproperty) damage, lay down and sleep for a bit. When stimulated, get back up. And when killed for real, die. Where! Argh.
Dark Arrow on 16/4/2005 at 21:16
I am unsure, as I have done some editing to the Thief 3 gamesys, but I think it goes like this:
The AI receives True damage (IsFakeDamage:False) and dies as long as it receives damage and its hitpoint go to/below zero. If the AI has AIAbility>PlayingPossumInertSeconds and AIAbility>PlayingPossumReactivateRadius properties the AI will play the possum as long as the damage inflicted has MinHealthDamage set to 0. If MinHealthDamage is something other than zero the damage is permanent and will eventually kill the AI, which will cause the real death sequence.
That is how I think it works. I haven't tested it however.
SneaksieDave on 16/4/2005 at 23:12
That definitely sounds on the right track. Something must be missing though. I change the vulnerability on a guy to match that of the ZombieVulnerability for edge...
IsFakeDamage TRUE
MinHealthDamage 0.00
StimToHealthDamageFactor 1.00
Vulnerability 1.00
...and now it seems he isn't affected by the dagger at all. So I can't get him to the possum state to verify that it works. Ideas?
Edit: Nevermind, I gave him the zombie vulnerability instead and it seems to work! However, he's missing the animations, so he just freezes in place. Perhaps I can add the zombie death animation to the character though. Should work. :thumb:
Dark Arrow on 17/4/2005 at 09:05
No,no,no...
IsFakeDamage should be set to false.
When IsFakeDamage is set to True the stimulus causes fake damage and not real damage. The AI may look like it is taking damage when IsFakeDamage is true, but it isn't as the damage is fake (that is how I understand it works). The AI will still have to receive damage to play possum.
My hammerite didn't freeze. He collapsed to the ground. I simply added the Vulnerability link to Zombie Vulnerability and the two AIAbility properties with the values used in zombies.
SneaksieDave on 17/4/2005 at 17:38
But...but... it's true for zombies, so why should it be false? I want it not to be really killed by eg., blades, but yes by what hurts zombies. Ultimately, I assigned the zombie vulnerability, and while I did get possum-playing as hoped, I got a guy standing still and upright, playing possum.
Anyway, I will try again on your suggestion asap, thanks. :)
EDIT: Let me reword my complex mess above: In other words, if I take any AI, and assign the ZombieVulnerability model, they should "die", play possum, arise again, and die for real just as a regular zombie? I did that, and it didn't work. I got an AI playing possum but not falling down - he did it while standing upright, still as a statue.
Dark Arrow on 17/4/2005 at 18:52
:o No, hold on. My gamesys is a mess. You might be right, actually, you most certainly are and it should set to True. Sorry for messing with your head. I really hate the fact that I can't have two gamesys files and switch with them as easily as I could with dromed, or can I? Again my apologies.
What AI did you try? My hammerite played possum correctly. Are you sure the Zombies are still acting properly? Maybe something is messed up in the animations, or you have added some property to the AI which makes the AI act strangely.
Rantako on 17/4/2005 at 19:29
I haven't actually tried this yet, but after some poking around in the game files, I'd guess this is how you do it.
In your Thief3\System folder there is a file 'DEFAULT.INI' - it's an insanely long text file. If you search for 'Gamesys' in the file you will find a few lines about a sixth of the way down relating to gamesys. The important-looking one is:
GamesysPackage=T3Gamesys
which has the comment 'This specifies the name of the gamesys package, if you wish to use your own'. If you make a copy of the original T3Gamesys.t3u and rename it to something else, then change this line in DEFAULT.INI to match your gamesys name... It (hopefully, maybe) will work.
EDIT: If this works, I suppose you could have a copy of DEFAULT.INI for each gamesys, and write a batch file or something to switch between them.
SneaksieDave on 17/4/2005 at 21:59
Quote Posted by Dark Arrow
I really hate the fact that I can't have two gamesys files and switch with them as easily as I could with dromed, or can I? Again my apologies.
Sure, I swap mine out all the time (using my loader, actually - I just uninstall, and reinstall, my evolving FM package which keeps it the way I need it for working, then uninstall if I want to play the OM). Hopefully you kept a clean copy of the gamesys before all changes you made?
I will try with a Hammer and see if it works right. As for the AI type... shhh it's a secret. :ebil: (and in fact, after thinking it over, I'm not even sure I will ultimately implement this anyway)
Dark Arrow on 18/4/2005 at 18:00
Ahh, so this might be for a certain contest. Your hint has been duly noted. :ebil: