Fallen+Keeper on 29/4/2005 at 23:51
This should be released as a patch for all the taffers, so there won't be much place for tuning. We should choose one level for everyone, my good man :)
Krypt on 30/4/2005 at 00:13
Quote Posted by nomad of the pacific
--Delay [21.00] REAL TIME seconds
Just a little side note here... you usually will want to use the GAME TIME delay instead of REAL TIME for your scripts. Real time means that if player goes to the main menu to mess with his inventory or something for 20 of those seconds, it would effectively delay the action 1 second in game time. This has the potential to break scripts used for game logic. Game time seconds will hold the delay while the player is paused in an interface screen and resumes it when he is back in the game.
nomad of the pacific on 30/4/2005 at 15:49
Good point, Krypt. Thanks! :D
Bumbleson on 30/4/2005 at 18:16
Today I tried to get the assassins to roam a map at random, but they're not doing it the way I want them to. There's a property "wander by default" in the behavior model that makes them wander around randomly all the time, and other properties which control the maximum distance they are allowed to walk from their origin etc. So far so good, now they walked around without a fixed patrol path, but after a while it became obvious that it wasn't as random as I had hoped. They often walked back and forth between the same spots and omitted certain areas (where I was hiding) completely.
I would like to have the assassins patrol randomly between a number of patrol points, but not on fixed paths. They should visit each point with equal probability, but also wander around in the areas between them. This way you could place patrol points in shadow areas where the player might choose to hide and the assassins would search each of those spots from time to time, but wouldn't otherwise follow a predictable path.
I tried to use wander points, but they can't be linked together. I can only make a link from a regular patrol point to a wander point and that's it. When an assassin reaches that point ("wander by default" is off), he begins a random patrol, but it's the same pseudo-random behavior described above.
Is there another way to do this?
nomad of the pacific on 1/5/2005 at 02:19
Set up several patrol point and link them all together with links going both ways between each point. The more points you have, the more random the patrol will be. You'll see numbers on each path link that will tell what the percentage chance the AI will have to follow that path. (If you have just three patrol point, each path will have the number 50 on them to show that there is a 50% chance of going down each possible path upon reaching a patrol point.) You can manually change these numbers to increase or decrease the chance of an AI taking each path, but I don't remember off hand how to do that. Just set up a bunch of patrol points in each of your hiding places and link them together.
Bumbleson on 1/5/2005 at 11:40
But then the assassins would only follow these defined straight paths, as far as I understand. I think that'd be too predictable. I would like to have them patrolling freely, like when they're wandering around, but they should visit certain points from time to time.
nomad of the pacific on 1/5/2005 at 13:47
So put a patrol point in every square foot of space. :D Makes for a lot of links. :p Other than that, I have no idea how to make the patrol truely random yet controlled. Wander points are very unsatisfactory.
Bumbleson on 1/5/2005 at 19:57
I'll see what I can achieve with scripts. I also have a very vague idea of how to get all Enforcers to come to the location where Garrett has been last spotted by one of them, but I want to work it out some more before I arouse false hopes...
OrbWeaver on 1/5/2005 at 20:51
Quote Posted by Bumbleson
But then the assassins would only follow these defined straight paths, as far as I understand. I think that'd be too predictable. I would like to have them patrolling freely, like when they're wandering around, but they should visit certain points from time to time.
I suspect the only way to achieve this is to use patrol points in sufficient quantity to make it
appear like a random patrol. Otherwise, you are depending on the game logic to make a random path for you, which it sounds like it is not doing all that well.
Crispy on 2/5/2005 at 10:22
Quote Posted by Bumbleson
I also have a very vague idea of how to get all Enforcers to come to the location where Garrett has been last spotted by one of them, but I want to work it out some more before I arouse false hopes...
I've been poking around trying to get this to work as well. At the moment I'm still stuck with trying to send messages to other Enforcers so I can alert them. I've tried sending them stimuli and frobbing them - nothing seems to work. I suspect it's a problem with the Actor Links I'm using to refer to the other Enforcers, but I have no idea what exactly.
As to getting them to move to Garrett, I'd be interested to hear your idea... all I've come up with is moving a specific patrol point to Garrett's location whenever one of the AIs is alerted; not sure how possible that is. If it isn't possible, the next best thing might be to attach the patrol point to him using a RigidAttachment. But I have no idea if any of this will work, seeing as I can't get past the first problem yet. :joke:
On a slightly more positive note, I spent about half a day working out how to change the Enforcers' weapon to a melee one. No more magic rune blasters. ;) It makes them quite a bit easier to run away from, but maybe that's a good counter for all the bonuses we're giving them. *shrug* Anywho, all I'm saying is that it's definitely possible, technically speaking. If anyone's interested I might wiki some info about modifying weapons.