Krypt on 2/5/2005 at 22:34
I think there are seperate two sets of trigger message conditions/actions. "Send trigger message [string]" will send the message to the whole map and will trigger any object with a condition "Received trigger message [string]" with string being the matching message name. These are really handy for reducing the number of links in a map and all the busywork of creating them and keeping track of them. I believe there are another pair of conditions and actions that explicitly state that the message is sent through a link, which will only send the message across the link. I never used this type of trigger message very often, I preferred to just send them globally and name the messages descriptively.
Fallen+Keeper on 2/5/2005 at 23:30
All good stuff, minus the melee weapon.
Rantako on 3/5/2005 at 20:47
This is basically what Bumbleson suggested earlier, and it works pretty well.
Click View -> Global Variables -> Flags and create a new flag called KeeperEnforcerSeen
Now create a new script called 'KeeperEnforcerSeesPlayer' or something to that effect.
The Conditions are:
When linked AI [MYSELF] sees the player
Query if flag [KeeperEnforcerSeen] is set to [FALSE]
The Actions are:
Set flag [KeeperEnforcerSeen] to [TRUE] expires on map change [FALSE] expires on mission [20]
Send trigger message [PlayerSeen]
Reset script conditions and actions
Create another script and call it KeeperEnforcerSeenEffect.
The Conditions are:
Received trigger message [PlayerSeen]
Query if flag [KeeperEnforcerSeen] is set to [TRUE]
The Actions are:
Spawn object type at end of [TriggerScript] at all locations at the end of [PLAYER]
Delay [1.00] GAME seconds
Make the linked AI(s) [MYSELF] aproach linked object of [TriggerScript] until it is within [2.00] feet
Play sound schema [ka1_cini] in 2D sound
Delay [30.00] GAME seconds
Destroy linked objects [TriggerScript]
Set flag [KeeperEnforcerSeen] to [FALSE] expires on map change [FALSE] expires on mission [20]
Reset script conditions and actions
Add the two new scripts to whatever Keeper Assassin archetype you are using. Now make a TriggerScript link FROM that archetype TO GenericActor.
And that's it. When any assassin sees the player, the rest will come running. (Of course, the furthest away ones won't get there before the script destroys the GenericActor they are running towards, but another will be spawned next time an assassin sees the player. 30 seconds might not be the best time to use - I haven't tried anything else.)
nomad of the pacific on 3/5/2005 at 21:14
Rantako RULES!!! :thumb: :D :thumb:
I always wondered why, if the Keppers are telepathic, they don't all come running when one sees Garrett. Maybe they're telepathetic?
Bumbleson on 4/5/2005 at 02:26
I may have made a mistake, but it doesn't work for me. I've double checked the scripts and links, but nothing. Do you have to place the assassins in your own map or does it also work with the OMs? Since the change is only in the gamesys, I think it should. I've loaded the Old Quarter map, set the game day to 6, but I can see no changes in the assassin's behavior. :p
Krypt on 4/5/2005 at 03:22
This is an interesting idea... Does spawning a marker object actually work? There is a lot of stuff you could potentially do with that if it does. One problem with Rantako's setup that immediately occurs to me is the potential for 10 Keeper assassins to try to crowd around that point, running into each other and generally looking dumb. I'd probably change the script so they approach within 50 feet or so, instead of 2. That number may be too high, but either way it would take some tweaking to look right.
In response to Bumbleson: These changes will probably not work in the original TDS maps even when they are made to the archetype in gamesys, due to the fact that links don't inherit to instances on their own. This means the Keeper assassins in the map don't have the Triggerscript link to the GenericActor, which looks like it would break those scripts. There is an Update Links/Scripts command you can run from one of the dropdown menus at the top in the editor (don't have the editor available at the moment so I don't know precisely where it is). This would have to be done on all of the city section maps to give out the proper links.
I think that Keeper assassins are spawned in dynamically to keep the city populated, however. This means that this functionality should work if you were to kill all of the ones placed in the map then walk around for a bit so more can spawn in. They spawn directly from the gamesys, so they would have the new links. Not an ideal solution, but you could try it to test it out.
ZylonBane on 4/5/2005 at 03:35
Quote Posted by nomad of the pacific
I always wondered why, if the Keppers are telepathic, they don't all come running when one sees Garrett. Maybe they're telepathetic?
I think the word you want is "tel
apathetic".
ascottk on 4/5/2005 at 04:00
Quote Posted by nomad of the pacific
I always wondered why, if the Keppers are telepathic, they don't all come running when one sees Garrett. Maybe they're telepathetic?
:laff:, Keppers . . . would you like to be a Kepper too?
Sorry nomad, I know you're not the only one with typo problems (see some of Raster's code in
(
http://www.enlightenment.org/) Enlightenment.
rujuro on 4/5/2005 at 04:24
Spawning a marker object does indeed work, I have used it to make an elevator spawn a new floor marker at its location so that I can arbitrarily stop an elevator at any point on its path.
To get this to work, however, I did have to change the waypoint archetype to be spawnable, by default it is set to false.
nomad of the pacific on 4/5/2005 at 21:53
"Keppers?" DOH! Okay. No more posting after downing large quantities of Guinness!