Beleg Cúthalion on 8/9/2008 at 20:36
...so it doesn't work with the percentage figure, does it?
Judith on 8/9/2008 at 21:05
And I thought complaining about everything is pro 2d/3d artists specialty :ebil: How the hell should it work with editor's loot calculator when it's basically a random function + a few copies of the same object? You have to count it manually, that's why I suggested putting your loot list down in a separate document.
Beleg Cúthalion on 8/9/2008 at 21:09
And that again makes things quite complicated because the author has to re-write/re-order the objectives and...how are these standard goals called? Anyway, them. :p But it's quite useful for objects I'm sure, you know, the "You find the key in..."* sort of things.
Well, back to my following and BJable sitting guards. They still run, by the way, see the last edit notes.
*Eavesdropping
Judith on 8/9/2008 at 21:30
I dont think it's really that complicated, you still have to define the value of sta_loot_total via proper script, as usual. The only thing is, you have to keep track of your loot carefully.
Beleg Cúthalion on 12/9/2008 at 18:12
I always thought that would work automatically. :erg: Anyway, I think I'll delay the guard following thing for a while (there
is a DO-NOT-USE action to guard NPCs linked via... though :( ) and focus on the script to enable BJing of sitting persons.
Even this testing thing did not work (although the unbinding BJ was activated):
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http://s6.directupload.net/file/d/1550/pnkyns8x_jpg.htm)
Inline Image:
http://s6.directupload.net/images/080912/temp/pnkyns8x.jpgAny ideas? :erg: I believe I must have hit the head several times, so it should work.
And some more questions:
1. Is the CONDITION "While the AI is in the behaviour state..." one of the "query" category?
2. What kind of stimulus is the ordinary player's blackjack?
ShadowSneaker on 12/9/2008 at 18:22
I might be thinking of the wrong thing but 'blunt' stimulus?
SS
Beleg Cúthalion on 16/9/2008 at 21:07
It worked with blunt, thanks a bunch, I thought that referred only to throwing crates and stuff. :p But I had to change the body location as well because somehow you can hardly hit the head with the blackjack. Here's the script to blackjack sitting NPCs, but can somebody please tell me whether I picked the right GlobalInt for blackjacks per mission? Oh, and I know the query condition is rather superfluous, but to make sure... maybe I'll take it out again.
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http://s3.directupload.net/file/d/1554/7xrajetx_jpg.htm)
Inline Image:
http://s3.directupload.net/images/080916/temp/7xrajetx.jpgEdit: The necessary GlobalInts to modify by 1 are sta_blackjacks and sta_blackjackstotal. However, I have no idea how to make it appear as if the AI was really blackjacked. If you're doing this in an environment with friendly AIs, they won't care if you blackjack a sitting fellow of them. :erg:
~~~
But I still have my guard following thing. I decided to create a work-around: I want to have one "main" guard doing his real patrol and one or two (let's just say one for now) who does a smaller patrol, kind of an inner circle. To avoid that they get torn apart I wanted the secondary guard to go an incomplete patrol so that he stops at the end (however, the end is close to his starting point). There he waits for the main guard to complete his turn. This main guard then, when reaching his starting point, sends a message to the secondary guard so that he starts patrolling from a point (linked to via...) which is in fact his starting point close by. I created these to scripts, one for the patrol leader, one for the secondary guard who waits after each turn:
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http://s2.directupload.net/file/d/1554/2lsgeiuc_jpg.htm)
Inline Image:
http://s2.directupload.net/images/080916/temp/2lsgeiuc.jpgGuess what, it doesn't work. :p All the links should be created and named properly, but I don't know how the messages work exactly (i.e. sent once or remain sent forever etc.). In fact I'd like to have a kind of personal flag which refers only to these two guards, activate it once the secondary guard is waiting for the primary guard to return and then get both back to patrol and de-activating it again. But since my little experiment did not even work once, I guess the problem must be somewhere else. Oh, and the secondary guard is not linked to the patrol path at all, but when I did so there was no difference.
ShadowSneaker on 16/9/2008 at 23:22
Hey that's cool you finally figured it out. Haven't people been working at this for a long time now? I'm wondering, should the health damage be set to zero? Is that how it is with alert AI being hit by the blackjack? You can kill AI in T1/2 with enough hits, I remember.
I can't help with that guard route script. I don't know that much about trigger scripts or patrol paths yet.
SS
Beleg Cúthalion on 17/9/2008 at 06:52
I guess if someone would have worked on it there would have been a solution already. :p However, I remembered that I in fact need the condition about the alert state, otherwise you would be able to BJ this NPC if it was hunting you. Maybe I can also put the sitting state into the condition. AFAIK there is also a sit-down action to use after everyone-calm-down, so we can have him sit down again, although I don't know what that looks like.
Quote:
I'm wondering, should the health damage be set to zero? Is that how it is with alert AI being hit by the blackjack? You can kill AI in T1/2 with enough hits, I remember.
I only set the damage in the condition to equal/greater than 0 because I thought the BJ made either no or some damage. This doesn't say anything about how much damage it inflicts in fact. What it inflicts is changing their state to "disabled", that is, k.o..
Edit: Making AIs sit down again works with this one:
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http://s3.directupload.net/file/d/1555/q84cturx_jpg.htm)
Inline Image:
http://s3.directupload.net/images/080917/temp/q84cturx.jpgIt's not too clean either because it doesn't check if the AI has already returned to its sitting/sleeping place, but I hope that it'll suffice for most places. And the chair should be a static mesh because if it's an actor and the AI pushes it away when getting up, it might try to do unnatural things with the chair when returning.
Beleg Cúthalion on 18/9/2008 at 19:57
Sorry for this second post, but a second edit would have attracted no one.
I'm just trying one detect-difficulty-and-turn-into-global-flag script so that I can add difficulty-based mission objectives later hopefully, but I have an issue I already had yesterday, namely that I cannot type in custom global flag or variable names. The window pops up, I can write what I want but when I click OK nothing happens. What am I doing wrong?