Please ask your basic (newbie) questions in here. - by scumble
Bho on 25/9/2005 at 05:17
Now that i can get the guards to beat up my prisoner, i have a new problem. When they start fighting, every guard whithin earshot (which is quite a few, since my mission is rather cramped) starts becoming alerted and draws their sword. Does anyone have any ideas how to make the room they are in soundproof, or make all the other guards ignore the ruckus they cause?
Also, could someone enlighten me as to how to get AI to attack inanimate objects (Eg training dummy, bullseye).
Thanks very much in advance.
Edit: Found the answer to the first part; you just have to set the property IgnoreAllNonHostileAuditory in the AIsensory part of the guards properties to true for all guards whithin earshot.
Shockeye on 25/9/2005 at 07:55
I think there's an alternative way to do it. make the room into a zone and tweak the sound propagation properties in the ZoneInfo
(this is just a guess, I haven't tested it)
Crispy on 25/9/2005 at 11:33
For making guards attack training dummies - set AIPawn->FactionModelClass on the training dummy to a faction that the guards are hostile to. Say, FreedPrisonerFactionModel. In theory, the guards should then recognise the training dummy as belonging to a hostile faction, and attack it.
Ziemanskye on 25/9/2005 at 13:40
Quote Posted by rujuro
Question about patrol paths:
I have a hub based patrol setup, basically there is one patrol point in the middle, and 4 change drection points radiating off of this. The problem I'm having is that the AI walks down one path, turns around, comes back to the center and stops, why don't they continue down another one of the branches? Any ideas?
Why they don't keep walking I don't know, but I do know how to make it randomly pick one of the other paths to play with - make the cetral point a Change Direction too! If more than one path links to a change direction (as in leads into it), then it'll randomly choose which path to revese down. It's why I'm not sure where the NPCs in Schism are going, they'll change direction and go play on the other routes.
Ziemanskye on 25/9/2005 at 13:49
Quote Posted by DarkDragon
The Objective in the Convo Window is called objFundingTheCityWatch...a Script is set on the scroll 'Conditions > When I am frobed by player' 'Actions > Set [objFundingTheCityWatch] to [KGS_Success]'...another script is set on the Playerstart called 'TellGarrettAboutTheNote' which consists of 'Conditions > When player starts the map' 'Actions > Queue Convorsation 'MyMapObjectives' to play'.
This is what I have done with all my objectives and they all work...so why not this one? :(
Does the initial MyMapObjectives play, meaning your problem is that of the scroll not changing the property? (I assume so, just checking)
Equally, the action is actually a Set goal (blah) to (state), rather than a generic set variable type?
And have you put a "Reset script conditions and actions" action at the end of the script, so if it doesn't work you can poke it again and again?
I don't mean to be patronizing, this is just a bit bizarre and am trying to run through the potentials.
DarkDragon on 25/9/2005 at 16:39
Yay! it works now! I turned on Block Writing and Turned off Blockloading and it seems to want to work! Thanks for the Help :) now to figure out how to create an .IBT file and then to Package it all up :)
ugh...now another problem....all the Guards are afraid of me :(
EDIT II: Fixed the Guard problem
DarkDragon on 26/9/2005 at 01:54
I am confused. How do I make .IBT files? I read somewhere that you have to turn on WriteBlockFiles and WriteResourceBlockFiles in the user.ini and default.ini and Thief 3 does it automatcally...but when I do Thief 3 Crashes to Desktop with an Error message saying ntdll.dll is to blame :(.
Bho on 27/9/2005 at 23:57
Hi, my contest entry is almost done, i just need to get the objectives working. When i try to add an objective in MyMissionObjectives under the PlayerGarrett node in the conversations editor, i get an error which says:
Cannot create conversation schema; failed to create directory
[C:\Program Files:\Thief3Edit:\\Content\T3\Sounds\Schemas\Conversations\PlayerGarrett]!
Immeadietly after this i get the error
Failed to save schema MyMissionObjectives_001000 to disk, it ought to be checked out, to make sure it's not read-only!
When i finish making my objectives and test ingame, i just get an unchecked box under objectives. I have tried Generate Schemas, but when confirm that i want to proceed with this supposedly lengthy process, nothing happens! Any help would be greatly appreciated, since i'm really close to finishing!
ascottk on 28/9/2005 at 00:17
Quote Posted by Bho
Cannot create conversation schema; failed to create directory
[C:\Program Files:\Thief3Edit:\\Content\T3\Sounds\Schemas\Conversations\PlayerGarrett]!
There's two slashes before content. Also there was a warning about having spaces in your directory name:
Quote:
Install and patch the game. For reasons that will become clear later it is best to install it to a directory named Thief3 rather than the default Thief - Deadly Shadows. Also, avoid installing it under the Program Files directory, or any other directory that contains spaces in its name.
The reason for this is T3Ed won't be able to see the conversations & objectives so I would move:
C:\Program Files:\Thief3Edit to
C:\Thief3Edit
rujuro on 28/9/2005 at 03:02
Is there a trick to running a mission from the standard install directly from the .exe? I have generated .ibt's, and have placed them in the maps. When I try and run the mission by running "T3Main.exe missionname", it loads like it's blockloading the level, but then goes directly to the menu screen, never actually bringing the mission up. I'm using the editor version of the .exe.