Crispy on 16/12/2005 at 04:01
Cool.
I'm having trouble with Rantako's telepathic behaviour script; KeeperEnforcerSeesPlayer doesn't seem to be triggering. I've set it all up exactly how his post specifies. ((
http://ttlg.com/forums/showthread.php?p=1256944#post1256944))
I realise that it didn't work in OMs because the link wasn't being created on already-created assassins, but the first script should at least be firing. It's not.
I've even done this in an attempt to provoke a response:
CONDITIONS:
When linked AI [MYSELF] sees player
ACTIONS:
Kick the user to the title screen
Invisibility: Pawns attached via [MYSELF] will become invisible for the next [10.00] seconds.
(etc.)
No dice. I've tried adding the script to the archetype, and to the concrete actor. It simply isn't triggering. :weird:
I've saved and resaved everything (the map, the gamesys, all of the scripts). It can't be the When/Query problem because there is exactly one When condition. Grr.
I'm doing this in a modified Stonemarket2 map. I would try it on a different map but I'm getting crashes (on any map) - I think I messed up the gamesys somehow. Now I remember why I don't like T3Ed. :sweat:
Bumbleson on 17/12/2005 at 16:58
You dind't have the deaf/dumb/blind cheat active by any chance while you were testing this?
Crispy on 18/12/2005 at 05:36
No, I was testing in non-debug mode. (Send to Xbox.)
And they were seeing me and searching after me, just... individually.
Tintin on 18/6/2006 at 12:18
Is there going to be a download patch or something to implement the changes? Has anymore progress been made on this?
Thanks!
Poison Ivy on 18/6/2006 at 16:02
I sure hope so. It's apparent I'm late for this thread, but I like the changes. :D
Please make a patch! *puppy eyes*
I'm only about to download the Editor, and it will be ages before I learn how to use it, if I ever do.
As for NPCs being more on edge when Enforcers are near.... You could somehow make them mory jumpy and inspect the slightest noises, like the sensory acuteness when you change the difficulty of a mission....
The changes made so far would, I expect, add enormously to the 'stalked' feeling.
Another suggestion: If you take one out, even unexpectedly, the others notice. Geez, guys! You remember the mental screams they make?!
Fallen+Keeper on 22/6/2006 at 12:20
So taffers, this is a long lost project. :(
Bumbleson on 23/6/2006 at 00:26
Yes, and that's a sad thing. But my opinion on T3Ed is settled for now: It just can't do it. And that's even more sad. T3Ed, although loaded with lots of properties and stuff, is far away from being a tool as versatile as the "simple" Dromed. I think it's out long enough now to have proven its strengths. A comparison of the traffic here and over at the Dromed forum tells you the whole story. It was like that from the beginning and it hasn't changed a bit ever since. One would expect that the interest in T3Ed would rise even a by a small amount after all that time. I don't believe this is because T3Ed is still new and people haven't tamed it yet, or because guys like me keep bashing it. It's because it doesn't work as expected. It has weaknesses everywhere, not only in scripting (although I think scripting is a major issue). But what is even worse, there seems to be no way to overcome these weaknesses other than by hacking the whole engine.
Fallen+Keeper on 24/6/2006 at 15:11
I've installed T3Ed in order to change the assassins myself... just trying to make them neutral to the whole world except Garrett and make the whole world neutral to them. That maybe this will stop the slaughter.
nomad of the pacific on 24/6/2006 at 21:47
Fixing the Keeper/Assassins isn't that hard. Making a patch to fix them in the OM's is another story. :p
Fallen+Keeper on 25/6/2006 at 13:37
Would you have any suggestion on how to make them neutral to all bypassers and invisible in the light as Gamall was?