New Horizon on 25/6/2006 at 15:06
Quote Posted by nomad of the pacific
Fixing the Keeper/Assassins isn't that hard. Making a patch to fix them in the OM's is another story. :p
What issues are there in fixing them in the OM's? If you install two copies of Thief 3 on your system..clean and then altered, make your changes and build them into the original missions with the editor...then place them within the directory you wish to use for your altered T3 install. Run 'patchwise' and it will extract the differences between the two directories. If it's mainly scripting changes, it should be a relatively small patch. :) Perhaps there are other issues at hand, but basically that should be it if you can get the rebuilt missions working within the original game.
nomad of the pacific on 25/6/2006 at 15:20
To make them invisible, give them this script.
Conditions:
--Logic [AND] operator
----Logic [NOT] operator
------When the AI is in the behaviou state [STATE DEAD]
----Logic [NOT] operator
------When the AI is in the behaviou state [STATE UNCONSCIOUS]
Actions
--Invisibility: Pawns attached via [MYSELF] will become invisible for the next [20.00] seconds.
--Delay [21.00] GAME seconds
--Rest script conditions and actions
In Properties: LoadFilter, put a check mark on kLoadFilter0
Delete trigger script HideKepperAssassinAtGameDay6Start
Also, you should add the property Render:CastsShadows = False.
Also add CastShadows = False to WorldObj:SetDressing:AIParts:KeeperAssassinMask, KeeperAssassinShoulderL and KeeperAssassinShoulderR and akso MagicWand:KeeperAssassinGlaive
To make them neutral to all other AI, change their FactionModeClass (under AIPawn) to T3FactionModel.
Fallen+Keeper on 25/6/2006 at 17:03
Thank you nomad. I'll try.
Fallen+Keeper on 25/6/2006 at 18:40
Quote:
To make them neutral to all other AI, change their FactionModeClass (under AIPawn) to T3FactionModel.
I did it and still they kill everyone. I don't know if its because of their weapons drawn that guards and hammers attack them...
Fallen+Keeper on 25/6/2006 at 18:41
Ah, btw, I modified the gamesys of the install I play with (I made a backup first) and saved it. Is it the right way?
Fallen+Keeper on 25/6/2006 at 19:39
Ok I think I did it all wrong. I have two installs, one for editor and one for the game. I modify the actor properties and then save the gamesys. Then I copy it to the other directory which I use to play the game. But there are NO differences in the game itself.
Fallen+Keeper on 25/6/2006 at 19:52
Damn I had to start a new game in order to see the differences...
And since I have problems with previewing the map with editor (it crashes), I cannot see new effects without playing the entire game just to see the enforcers....
nomad of the pacific on 25/6/2006 at 21:31
Since you were modifying the OM, I guess I shouldn't have told you to delete trigger script HideKepperAssassinAtGameDay6Start. :erg:
Anyhow, does it work okay now? If so, maybe you could use NH's suggestion to use "patchwise" to create a patch for the rest of us. I'd replay the game just to see that! :D
Fallen+Keeper on 25/6/2006 at 22:01
First, I can't see if it works for Enforcers. I made Garrett jump higher but the changes won't work with a saved game... You have to begin a new one.
And modifying Enforcers, tuning them, without a possibility to see it "on the run" is crazy... Each time I'd had to begin a new game, play all the levels till Enforcers show up just to see that I screwed something.
Any suggestions? How do you see your modifications?
EDIT: Silly me...
Quote:
I shouldn't have told you to delete trigger script HideKepperAssassinAtGameDay6Start.
I've been slow thinking I guess. Back in the minute ;)
New Horizon on 25/6/2006 at 22:27
Quote Posted by nomad of the pacific
Since you were modifying the OM, I guess I shouldn't have told you to delete trigger script HideKepperAssassinAtGameDay6Start. :erg:
Anyhow, does it work okay now? If so, maybe you could use NH's suggestion to use "patchwise" to create a patch for the rest of us. I'd replay the game just to see that! :D
You actually need another 'game' install...in adition to the one you're testing your changes on.
Patchwise needs to compare 'vanilla' T3, with your altered 'keeper enhanced' T3. That's how it extracts 'only' the changes. :) So you really need 3 installs.
Editor, Vanilla, and the altered install.