Bumbleson on 5/5/2005 at 01:15
Quote Posted by Krypt
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.
I feared as much :erg:
Quote:
There is an Update Links/Scripts command you can run from one of the dropdown menus at the top in the editor
Sorry, but I can't find any such command. The only slightly similar command is "Replace with .... (Preserve Links/Scripts)" in the context menu of an actor. Problem is, I can't see if it works, because the trigger link doesn't show up in the link list of an actor instance, even if I place a new assassin from the actor browser.
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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.
No, unfortunately, Enforcers don't respawn. I remember that from playing the game. But I've also used the nuke all command (kill all pawns) and the only ones respawning after that are civilians, hammers and guards.
Crispy on 5/5/2005 at 12:07
W00t for spawned markers and telepathic Enforcers! :cool: (But curse my lack-of-time-except-on-weekends! Grr!)
Good job!
Maximius on 5/5/2005 at 13:41
The discussion of the Enforcers telepathy (GOOD WORK!) has me wondering about something else. Is it possible for an AI, or a group of AIs, to always see Garrett? I mean through walls, light or shadow, high up or way down, can Garrett be made "globally" visible on a map? If it is, couldnt this be used as a "sense of smell?" An AI could be created that rather than relying on sight, the thiefs advantage, they could "smell" him, which is much harder to deal with. At first they would only be "globally" aware of Garrett for brief flashes of time. This would simulate a sense of smell even better I think. They would actually be seeing Garrett for short periods of time, triggering their pursuit scripts but not permanently cause he is flashing in and out intermittently. But then, as they get closer to Garrett, the period that he is visible to them begins to increase, to simulate the "scent" growing stronger. When they are within X distance of Garrett, they can "smell" him all the time, as he is visible all the time. Possible?
Bumbleson on 5/5/2005 at 22:59
There are so many properties we don't know yet, but I believe we can't change the AI vision so radically. It might be possible however to use a stim with a large radius emitted by Garrett, but it depends on whether stims can travel through walls (I don't know if they can).
If a stim can go through walls, you could make a couple of scripts like this:
C:
If AI takes greater than [X] of stimulus [Y]
A:
Make AI approach [PLAYER] until it is within [Z] feet
each script with a higher stim intensity and a smaller radius of approach. The script with the closest distance could also put the AI on high alert, so it would start to hunt down the player.
Maximius on 6/5/2005 at 14:15
I dont know if this is helpful Bumbleson but we know that light bleeds through walls. Would it be possible to alter a light source so that only smell capable AIs could see it, then have it travel with Garrett? What about noise, a loud enough noise travels through walls, no? Could a noise be "attached" to Garrett that only the smellers could hear, acting as a stimulus?
Fallen+Keeper on 6/5/2005 at 18:38
I like the idea, but "smelling" sounds kinda strange. ;) "Sensing" is better.
The telepathy is a little more complicated than simple "comunicating with thoughts" (actually it's more complicated than most people can imagine).
I happen to have studied the matter intensively with an expert in psicology, as a research for my book (which turned into a fiasco, but the research has been done nonetheless :erg: ). To put it in few words: they should "hear" everyone who has an active mind, those primitive ones included. Thus, Garrett should be UNABLE to hide from them at all. Of course we can use any justification we want and tune the thing a little bit, but the idea is nice, and more realistic than the original idea of Enforcers who use only eyes and ears in order to track their prey.
Good call!
Maximius on 6/5/2005 at 19:14
Fallen+Keeper, I dont want the sense of smell for the enforcers, I want a sense of smell for another AI completely. I was thinking of something like a veloci-burrick that hunts by scent, or heck even dogs for the city watch that could sniff Garrett out.
Morpheus on 6/5/2005 at 20:52
Quote Posted by Fallen+Keeper
I like the idea, but "smelling" sounds kinda strange. ;) "Sensing" is better.
The telepathy is a little more complicated than simple "comunicating with thoughts" (actually it's more complicated than most people can imagine).
I happen to have studied the matter intensively with an expert in psicology, as a research for my book (which turned into a fiasco, but the research has been done nonetheless :erg: ). To put it in few words: they should "hear" everyone who has an active mind, those primitive ones included. Thus, Garrett should be UNABLE to hide from them at all. Of course we can use any justification we want and tune the thing a little bit, but the idea is nice, and more realistic than the original idea of Enforcers who use only eyes and ears in order to track their prey.
Good call!
Since telepathy isn't real, I think the actual implementation is up to the creative whims of the designers.
thestemmer on 6/5/2005 at 21:34
Just a totally random thing that you guys might want to consider--if you take the ranged weapons away from the Keeper assassins, they won't be able to attack Garrett if he's anywhere off the ground. I can picture them now waving their fists at him in frustration. Also, those placed on rooftops will be stuck there with nowhere to go. I hate to be a party pooper, but I felt like I needed to point that out. :(
Bumbleson on 6/5/2005 at 23:18
I tried to implement that "player sends out stim" thing today, but I can't get it to work and I don't know what's wrong. Is it even possible to turn the player into a radius stim source? Or is it necessary to add some properties on the receiving objects? I'm at my wits' end at the moment... :p