Fallen+Keeper on 25/4/2005 at 15:40
Great ideas S_Hole.
Maximius, good ideas to, but a little over ambitious :) I just have to see the one who's able to pull it off.
Maximius on 25/4/2005 at 16:46
Thats a fair assessment keeper, I just like to get the ideas out there and get em churning. Hopefully my skills will improve to the degree that I can do some of it myself. However, I aint holding my breath.
Vivian on 25/4/2005 at 17:12
I vote for them having no effect on npcs and other AI's at all - I really like the idea of guards and the like seeing you bugged out, running away from nothing. Gives a kind of sinister edge to the whole thing, only you know they are there, everyone else just thinks you are a nutcase.
Rantako on 25/4/2005 at 18:24
Call me stupid or something, but... any keeper assassins I place don't appear when I test mission. I think it's because they don't appear until game day 6, but I don't know how to set that either. I have an idea for getting them to ignore other AIs, but can't try it unless the assassins are actually there. Help...
Never mind, sorted it...
By the way, just what does NPC stand for anyway?
Fallen+Keeper on 25/4/2005 at 19:17
Quote Posted by Uncle Bacon
I vote for them having no effect on npcs and other AI's at all - I really like the idea of guards and the like seeing you bugged out, running away from nothing. Gives a kind of sinister edge to the whole thing, only you know they are there, everyone else just thinks you are a nutcase.
Yeah. Just imagine Enforcers stalking you, while everyone else is completely unaware of it. You hide in the darkness and you barely see this shadow within a shadow moving silently towards you, while around you in the light City Watch or enemy faction is patrolling the street.
nomad of the pacific on 25/4/2005 at 20:07
Quote:
Originally posted by RantakoBy the way, just what does NPC stand for anyway?
Non-Player Characters
nomad of the pacific on 25/4/2005 at 21:04
I forgot to mention in my post on how to make the Enforcers invisible, you have to do a few other things to them to make them show up in game.
In Properties: LoadFilter, put a check mark on kLoadFilter0
Delete trigger script HideKepperAssassinAtGameDay6Start
Also, you should add the property Render:CastsShadows = False.
Maximius on 25/4/2005 at 21:27
Quote Posted by nomad of the pacific
Non-Player Characters
If Im not mistaken, its an old Dungeons and Dragons term. Phew, that brings me back...
I am still voting for letting NPCs see flashes of the Enforcers. I hear what you guys are saying about the mood setting but I like the idea of the Enforcers tripping the guards alert status up at least to suspicious as it throws more real danger Garretts way.
But shouldnt there be a way we could have our cake and make it invisibile too? if New Horizon can make the minimalist project, and then of course there is ThiefBot and all the other goodies, why cant a program be designed to do the same thing but tailored to specific AI classes. If you want completely invisibile Enforcers, chek that box. If you want them bugging the guards a little, chek there, if you want he Enforcers to fight the guards on sight, chek there. We could call it Enforcer-Bot, and it would allow you to tailor the specs. of Enforcers in the game or FMs. There could be a zombie-bot, haunt-bot, if the mechanists return we could have bot-bots! :cheeky: Maybe a lot of this is not possible, I surely dont know, but it would be great if it could work. I my self wouldnt mind trying to learn some simple programming to set up an interface within which you could set the specs. the way you like it.
Fallen+Keeper on 25/4/2005 at 22:23
Surely you raise the standard bar very low, Maximius.
As for New Horizon, I sent him a pm and I saw he posted in a thread "nearby". I think he avoids to post here because Maximius' posts scared the crap out of him. :cheeky:
Bumbleson on 25/4/2005 at 22:34
A little warning from my side: Don't overestimate the capabilities of the editor. There are may things that can be done while at the same time many internal parameters and messages are not accessible. One example: The scripting system provides absolutely no option to check for lighting conditions. Otherwise it would be rather easy to change the Enforcer's visibility based on the brightness of nearby lights. There are many similar limitations that may thwart most of the high-flying ideas expressed here.
My advice: Try to stay well grounded, concentrate on the absolute core abilities you'd like the Enforcers to have and take everything else as a nice bonus if somebody is able to make it. Philosophical drafts of complex Enforcer personalities won't become reality, I fear (prove me wrong please, I will be the first to congratulate you and admit your T3Ed mastership :p )
Here are my comments on Fallen+Keeper's list:
Quote:
1) The Enforcers should be neutral towards to the other NPCs.
2) The other NPCs should not be aware that they are there. No "Hello!" or "Watch where you're going!".
3) The Enforcers should be less visible to the player. How much is yet to be seen in the actual gameplay.
4) The Enforcers should be more resistant and powerful.
5) They should act as one: if one sees you, everyone knows where you are.
1 - 4: Mostly a matter of property changes (gamesys). Having other AIs ignore them completely may need a good deal of fine-tuning of the behavior models, but it's doable. 5) could be done with some scripting (basically a script saying "If AI sees player make it signal other AIs. Other AIs react on signal by approaching player") How well this would work has yet to be tested. I've made a number of scripts already and I can say that there are always some nasty little obstacles capable of ruining the whole thing.
BAH! I sound way too pessimistic! :tsktsk: