Please ask your basic (newbie) questions in here. - by scumble
nomad of the pacific on 19/2/2007 at 23:10
You can give all the guards the PrivateGuardFactionModel under Properties/AIPawn/FactionModelClass. That will make them all Neutral to the player. The easiest way to make just two characters hostile to each other without making the rest of the guards hostile to one or the other would probably be to give one of them PaganFactionModelNeutralToPlayer (Faction GUID 4) and the other HammerFactionModelNeutralToPlayer (Faction GUID 2). These are both Neutral to Private Guards and Garrett, but Hostile towards each other.
To get the guards to become hostile toward Garrett when he tries to steal something, give every AI a script:
Conditions
-Logic OR operation
--When I see the player hacking/lockpicking
--When this AI sees the player with weapon drawn
--When this AI sees the player threatening it
Actions
-Change Disposition: Set the faction with GUID [9] to disposition [Disposition_Hostile] toward the player.
You can also include Action lines for GUID 2 and 4 if you want the two special characters to become hostile to Garrett, too.
ChrisN on 20/2/2007 at 17:32
Thanks for the advice - I'll try it out. :D
ChrisN on 21/2/2007 at 22:53
Alright, i'm really pushing the boat out on this one, but...
I've come across instructions on how to create a fire elemental which inspired a fire based cult for my missions, and i was wondering if there were any other characters that can be introduced. Horses are kinda needed for my coach house. If not horses, are there other characters?
Thanking any comments in advanced. :)
nomad of the pacific on 22/2/2007 at 09:15
Sorry, the only four-legged creatures we got are cats and rats. Nobody has made any creatures that require new skeletal animations. Creating new movements for the existing ones is very difficult. Creating a whole new set would be an overwhelming task. So you're stuck with what we've got. :p
ChrisN on 22/2/2007 at 17:24
Thanks dude :)
It's a shame there's no Burrick's available. :tsktsk:
Bardic on 22/2/2007 at 17:26
What if you attached one NPCs head to the back of another, made them invisible, and then added the flames like you would for a fire elemental. That might look ok as a fire elemental demon horse. Just like 2 guys in a horse suit, kinda.
nomad of the pacific on 22/2/2007 at 22:26
I'm sure there's no skeletal animation for a guy to walk around with his head attached to any part of another guys anatomy. :joke:
GlasWolf on 23/2/2007 at 18:38
It would almost be worth the effort to make one. Imagine how great those (well known Thief staple) pantomime missions would be with a walking, talking pantomime horse.
Next up - a giant NPC, a beanstalk smesh and a Widow Twankey model.
(Apologies to those not in the UK.)
Tiens on 24/2/2007 at 22:00
Quote Posted by ChrisN
...if there were any other characters that can be introduced. Horses are kinda needed for my coach house...
Do you really need ALIVE horse? They are very dangerous for a thief :tsktsk: . There is a coachhouse not far away from my place where one thief was badly wounded by a horse two years ago...
Any horse can smell you and find you like a dog. Or make a terrible noise!
You can make a place where G does not see the horse but can hear how the horse beats the wooden walls (a very angry and powefull sound)...
Or maybe a goast of a horse will be OK? You can take a moving pagan light, change it's color and sounds, make it move the wright direction :rolleyes: ...
Or play with propeties of Laurill's goast :erm: ...
Good luck!
Tazonne on 25/2/2007 at 19:55
Is there any possibility to make a camvator ? I saw some in TDP & TMA fms but not in TDS.