Bumbleson on 26/5/2005 at 21:02
Ok, I am now able to keep the (replaced) assassins on red alert, but they still don't show a very realistic behavior. They move farther away from their origin, but now they tend to get stuck at other locations. Sometimes they just stay at a spot and don't move away from it again, not even when a fire arrow explodes nearby. At other time they get stuck trying to walk through closed/locked doors and gates (even the gates leading to other city sections, which can't be opened at all). Any ideas?
SneaksieDave on 27/5/2005 at 16:04
I don't really want to pour over this entire thread to find the parts I missed long ago, but if my understanding is right (it might not be, correct me if so :)), most of the difficulty the project is experiencing is in remaking the assassins for the original levels, right?
Why bother? Just use 'em in new FMs. I personally could care less about tromping through the very limited city sections again, but I'm dying to see fresh levels.
Bumbleson on 27/5/2005 at 19:15
Unless I'm very much mistaken, this is currently more or less a one-man project. :rolleyes:
Does that entitle me to give it a name? I suggest to call it the KEEP. The Keeper Enforcer Enhancement Project :D
I agree that being able to use it in the OMs is not that important, but the problems that have arisen are elementary and will complicate other modifications as well. I would see it as a breakthrough if we could find a method to create a link to a previously unlinked object during the game, by referring to its class or object name (not a LinkFlavor). It's not the only thing I miss, but it's one that would greatly expand the possibilities of the scripting system. Maybe it's there, but I just can't see it? :confused:
P.S.: I'm currently trying to improve an assassin's hostile reaction when attacked by another AI. I made them neutral to all other factions and when they are attacked it takes too long until they fight back (they often get killed before). It seems like they need to take a certain minimum amount of damage first. Does anyone know which property defines that amount?
SneaksieDave on 27/5/2005 at 23:29
Just another guess, but isn't it that when Garrett has good faction with some group, he can actually get away with a few indiscretions before they go hostile on him? So, he has to reduce a value below some threshhold. Could that be happening with your enforcers in this case? I know I saw somewhere that values for particular actions are set, being +x or -x... so somewhere should also be the totals needed for particular faction standings.
Hrm. Then again, I think from your post you are already saying this, in which case I'm not helping very much. :erg:
Crispy on 28/5/2005 at 04:10
Heh... sorry. I've been performing in a play for the last couple of weeks, so I've had roughly zero free time. :) "KEEP" has my vote!
By my count, most of the majority's requests have been done in FMs except for the changed sounds. I haven't been experimenting with sounds myself, mostly due to the aforementioned lack of time but also because I can't get most sounds to play in-game (even when using Send to Xbox). Haven't actually tried playing an OM since I installed the editor.
About the hostile reaction - don't know, but poke around in the FactionModel properties.
Poor man's solution: Increase their hitpoints so they don't die so easy. ;)
Bumbleson on 28/5/2005 at 08:35
IMO the best solution would be if they would attack as soon as somebody threatens them. Currently they behave more like the statues: they ignore attackers completely until they've caused severe damage. I once saw a guard making mincemeat of an assassin from behind and he went on searching until he was killed. I doubt that raising their hitpoints will fix the problem. When I make everyone invulnerable (command "god all") the assassins NEVER show any reaction when being attacked, so it's not the duration of an attack, but the amount of damage taken. Higher hitpoints might even make it worse.
Crispy on 29/5/2005 at 04:59
I see... well, you might be able to script a more aggressive reaction. Hmm. Not quite sure how though. :)
Quote Posted by Bumbleson
Higher hitpoints might even make it worse.
Depends whether it's a straight amount or (more likely) a percentage. If a percentage, they'd stand around for longer but would take longer to die. Pick your poison. :erg:
Ambidextrous on 29/5/2005 at 08:03
I'm new to the toolset this idea is probably not perfect, but I set the assassins to 'Disposition Friendly' to all hostile factions (except player), and they didn't attack anyone, but they retaliated if they were attacked.
EDIT
The only other thing I changed was their scripts, so they would be invisible, but that shouldn't change how they react.
Bumbleson on 29/5/2005 at 10:37
Strange. I placed an assassin and a City Watch guard in a small test map and set the assassin to "friendly" towards everyone (except his own faction and the Keepers), but he did nothing when the guard attacked him, except trying to flee. He never went hostile.
Ambidextrous on 29/5/2005 at 13:18
Dunno whats happened then. With me they always retaliated, and for some reason they oocasionally attacked commoners.
Would it be possible to make a script that looks something like this:
Condition: When [MYSELF] is attacked by [FACTION ID]
Action: Change disposition towards [FACTION ID] to [DISPOSITION_HOSTILE]
I only got T3Ed yesterday, so I've not used it much.
The only other game I've made scripts for is Morrowind, and that is very different.
EDIT
Actually that wouldn't work because we don't want them wiping out whole factions do we. Scrap that idea then.
Maybe you could make a script like that which used the ID of the NPC that attacked them instead of the faction ID.