DarthMRN on 25/5/2005 at 19:05
Quote Posted by nomad of the pacific
If we fixed it that way, we'd still have to upload the entire missions for people without the editor instead of just distributing the gamesys. :(
Why is this a problem? The file cannot possibly be that big.
Remake the whole damn mission, then distribute it. The devs messed up. There is no need to keep their garbage.
nomad of the pacific on 26/5/2005 at 00:18
I won't see my desk top for the next two months. Can anyone post how big all the city section IBT files are? Then we can decide whether it's worth the trouble to fix and redistribute them.
Bumbleson on 26/5/2005 at 00:48
Quote Posted by Fallen+Keeper
Do we really need the patrol route? Why do not set them on continuous search mode?
Now that you mention it....I don't know for sure :o
We might need a random patrol to prevent them from stumbling around rather aimlessly. I don't know if they will perform a convincing search pattern without any real evidence to investigate.
Looks like I should have another look at the whole thing.
Quote Posted by nomad of the pacific
I won't see my desk top for the next two months. Can anyone post how big all the city section IBT files are? Then we can decide whether it's worth the trouble to fix and redistribute them.
All the IBT files with city names add up to 339 MB (I didn't check if all of them would have to be modified). Happy downloading! :erg:
Bho on 26/5/2005 at 06:05
Well, at the very least you wouldn't need to add the Auldale IBT files as (i think) the enforcers never show up there.
Fallen+Keeper on 26/5/2005 at 08:08
Oh, and that's good. 300MB is much better than 339. :rolleyes:
nomad of the pacific on 26/5/2005 at 09:42
Thanks Bumbleson. That's pretty much what I thought. :p
Ziemanskye on 26/5/2005 at 09:46
Bumbleson - you say you replace the enforcers at the map start, and that you need a link to the patrol routes to make them go. Dumb question, but can't you just steal the old link on the other enforcers before you replace them?
Jadon on 26/5/2005 at 13:24
Wouldn't you have to go into the editor and create that link first though? I mean to create the link in the first place you have to create the patrol start node close enough to the ai that it creates a link on its own. I don't think you can force that one but even if you can you would still need edit in the actual editor and then recompile the maps and rerelease them, right?
Bumbleson on 26/5/2005 at 15:08
Not necessarily. It might be possible to copy the links to another object with a script, replace the assassins, then copy the links back - but this would further complicate the whole mess. It would mean sending new messages, creating new flags, and so on. I can't say I would like that.
Replacing the assassins already has too many adverse effects for my taste. One example: some enforcers in Old Quarter (my current test level) have local scripts (scripts only the concrete AI in the map have, not the archetype). A script makes one of the two, who come out of the portcullis when you first get to Old Quarter, go to a patrol point he's linked to and start his patrol from there. On the replaced assassin this script is gone and so he stays with the other one inside the gate.
I tried to forget about the patrol stuff and changed their behavior and movement models to make them walk around randomly all the time. But they seem to have a certain affinity to their starting location. They return there all the time, no matter how far they moved away from it already, and most of the time they stay close to it. I'll try to tweak the behavior and movement model a bit more to improve this, but I fear it won't get much better.
The properties I've changed so far are:
in KeeperAssassinBehaviorModel
- set AIWander/bWanderByDefault to TRUE
- set AIWander/WanderDefault_MaxDistFromStart to 200 (should probably be raised to approximately the level size)
under T3MovementModel
- created a new movement model named KeeperAssassinMovementModel and assigned it to the KeeperAssassin parent archetype (so as not to affect other AIs who also use T3MovementModel)
in KeeperAssassinMovementModel
- set AIPathfinding/LocalPathfindingBaseDistance to 200 (sets how far away the AI's next destination can be). Should also be raised.
In case somebody wants to try to improve it. :)
P.S.: Does anybody know hoe to set an AI to be on red alert all the time? Maybe this would produce a convincing search.
SneaksieDave on 26/5/2005 at 16:14
This is completely from remembering things I've seen, so I could be wrong, but:
1. I know for a fact there is a way to cause something to go to red alert (level 100) when you trigger it (I've used such a script), and,
2. then you could probably set the ramp down time (whatever it's called) to something very high(?). Alternately, I remember there being a setting about not letting an AI ever drop below a certain value of alert after reaching it, but I don't know if it goes as high as red.
Either way, it should be do-able.