Doc_Brown on 26/4/2005 at 01:13
Quote Posted by Fallen+Keeper
And glowing eyes are a total contradiction to the entire idea of Enforcers.
... and flashing visible once every so often
isn't?
Let's be clear here, I only meant for the eyes to glow momentarily, once every half minute or so. Essentially the same idea as Nomad's but less conspicuous/more sinister, IMHO.
New Horizon on 26/4/2005 at 01:55
Yo! Yeah, I've been meaning to post here. :) Unfortunately, it is to say that I am dried up...many of the little things I wanted to alter just aren't happening. I wanted to make keys selectable from the inventory ...which I can do...but there just doesn't seem to be a way to make them usable on doors. The lock picking system seems hard coded too. Wanted to mod it so that they could be selected from the inventory. No go. Then I tried to make it so that they would only be activated if you were a specific distance from the door...no luck there either. On top of that...I started up my home business this week. I am no longer able to divide my time between Minimalist and Dark Mod. Dark Mod prevails. :)
This all sounds really exciting though guys and I really look forward to seeing what you all come up with.
Best of luck.
N.H. :)
nomad of the pacific on 26/4/2005 at 09:12
Quote:
Originally posted by New HorizonDark Mod prevails.
Good choice! :D I love Minimalist, but Dark Mod offers much more. Besides, your Minimalist has already given most of us more than enough to breath new life into TDS. :thumb:
Congrats on the new business.
Crispy on 26/4/2005 at 12:59
Aaah, good point Nomad - I'd removed the disappear script, but hadn't set that property. Thanks, now they show up!
Okay, I've been experimenting a bit and this is what I've come up with:
First - for all of you poor neglected editor-less people, screenies! (Well, one screenie. I did take another one, which is prettier, but it's less illustrative so I didn't bother posting it.)
Inline Image:
http://crispy.inventivedingo.com/thief/enforcers_invis.png The guy on the left has 0.5 alpha transparency. You don't notice the fade in/out at all. The guy on the right has 0.04 alpha, as Nomad suggested - yes, trust me, there IS a guy standing there, he's just really hard to see at this resolution and against the forum background. I've shown him here at his most invisible point, but he gradually fades in and out all the time so he's usually much easier to see. Also note that they're both standing in deep shadow there. (It's really easy to change how invisible he is, so don't worry if he's too hard to see at the moment.)
The overall effect is way cooler than can be captured in a single screenshot.
I haven't had my patrolling guard see them at all yet - the Enforcers always blast him first. :D Of course, they're in darkness there (though that screenshot was taken after extinguishing a nearby torch, so it wasn't nearly that dark when the guard walked past).
I'll have to do some more tests once I manage to stop the Enforcers from spontaneously attacking the guards without provocation; there are a bunch of faction-related trigger actions under "AI" that look promising, particularly the ones labelled "Change Disposition: ...". (Also, AIFactionModelProperty may or may not be useful.)
Finally, I mentioned before about guards seeing dead assassins and saying complete non-sequiturs (or however that's spelt), like "he was too young to die". I stumbled across a property that sounds like it would fix that; setting AI -> BodyType to "BodyType_Monster".* I seem to remember a guard seeing a dead Kurshok at some point during my playthrough and saying "what the... what is THAT?", which is a much more appropriate response. :D
Anyway, I really really really want to do some decent experimentation tonight, but I got home at 8pm (drama rehearsal, agggh) and I need to get up early for school tomorrow. But I'll definitely play around with this some more whenever I get the chance. :)
*(The other available choices are Human, Animal, and Bot. Yeah, I said Bot. WTF, mate? :laff: ... probably a DX2-related thing. Also check out AI -> UsesFlashlight; it has the comment "Cheesy hack for E3 -- if true, this pawn is carrying a flashlight". Those crazy devs! :tsktsk: ;) )
Maximius on 26/4/2005 at 13:53
You guys are correct, I realize my notions spin off into the clouds every few minutes but then thats the beauty of a forum like this. I dont expect the programmers to kill themselves chasing down all of my ideas, in fact I know the majority will be rejected for one reason or another. But getting the ideas out there in the first place is the important thing. Maybe someone else who knows how to do it will give it a try.
And if you think my enforcer ideas are nutty, hop over to the Functionality thread and see my ideas for Garrett new partner...
All that being said, Im really looking forward to DarkMod. Ive learned a lot with T3ED but its been said here and in other threads that it has a lot of limitations. I want to soar on Radient wings!!! :angel:
Fallen+Keeper on 26/4/2005 at 15:31
A flow of good, over ambitious ideas is good, but first we need to do what can be done for sure in this matter. Once it works, we can upgrade it further implementing all your crazy ideas :)
Anyway, the first matter at hand I think would be the problem of the slaughter. How can we prevent it? Neutrality of Enforcers towards the NPC and vice versa. What do you think?
Maximius on 26/4/2005 at 21:35
I think the enforcers should be neutral to the NPCs, you dont send elite assassins to get into street brawls with guards and drunks. but I still like the idea of the NPCs getting flashes of the enforcers, or their eyes, and getting upset by this. But whatever, overall they should be neutral, however I couldnt begin to guess how to make that so.
Unless its a FM where Garrett has to protect an NPC from the enforcers. heres a scenario, a princess is targetted for assassination by enforcers. Garrett is hired to save her. To make it out of the castle alive, he has to go a head of her to clear out the area of enforcers or at least lead them away for a time. Then the princess moves from check point to check point, waiting at each point for Garrett to back track to tell her to move ahead. Kinda like breaking out Bassos girlfriend in the beginnning of thief 2
nomad of the pacific on 26/4/2005 at 22:16
I added the property AIPawn:FactionModelClass:CivilianFactionModel to my Enforcer and he got along fine with the guards, hammerites and civilians! I think that's an improvement, but I think the guards, at least, should become aggressive if they see an Enforcer causing trouble. (Unless they see me first! :cheeky: )
Fallen+Keeper on 27/4/2005 at 00:01
Quote Posted by nomad of the pacific
I added the property AIPawn:FactionModelClass:CivilianFactionModel to my Enforcer and he got along fine with the guards, hammerites and civilians! I think that's an improvement, but I think the guards, at least, should become aggressive if they see an Enforcer causing trouble. (Unless they see me first! :cheeky: )
Do the NPCs
ignore the Enforcers? It would be ridiculous if a bypasser stumbles upon an Enforces hidden in a shadow and says "Watch it guy!" or "Touch me again and you'll be sleeping under the docks.".
Fallen+Keeper on 27/4/2005 at 00:02
By the way: tuning the Enforcers is cool and all, but what about the major problem? Is there a way to produce a patch with the changes for those who don't have the editor?