thestemmer on 29/4/2005 at 01:25
Quote Posted by nomad of the pacific
Maybe some industrious soul would like to record a few sets of voices? :cheeky:
Hey, while we're at it, why not incude a few different voices for the Pagans? Frankly I've never been impressed with the voicework for the pagans in any of the Thief games--they always come across as silly instead of threatening. Adding and "s" to the end of each and every word does not, in my opinion, constitute a pagan "dialect." I'd like to seem them voiced as the weird and dangerous adversaries that the story reveals them to be (the pagan cutscene in T3 gave me the chills!). And hey, if you'd like, I could try doing a few voice samples myself.
Maximius on 30/4/2005 at 17:59
I would not mind making a few voice schemas myself. I have several years of singing and public performance experience. Actually, Ive been thinking of a set of schemas for a vampire AI Id like to see. How would one get started on such a project?
SneaksieDave on 6/5/2005 at 17:55
Quote Posted by Maximius
What about Garretts invulnerability to most blunt weapon attacks when he crouches? Any ideas about changing that?
I've just been bitten in the ass by this issue again. Turns out it seems any normal height AI cannot be made to kill a simple rat. Why? He's too close to the ground, of course! Has anyone found any ways around this yet? Like, if it's a matter of "combat area of effect", increasing it? I swear, sometimes...
/wanders off grumbling... TDS!!! :nono:
Shadowspawn on 6/5/2005 at 18:44
Actually, there's a similar problem in T1 and T2.
Just create a rat, put it in a room with a guard, and put them on different teams.
The guard will spend eternity trying to kill the rat.
It is really a problem of the weapon object (or AI RFinger joint in T1/2) intersecting the player object's boundaries. (Or, another AI, like the rat). If the attack animations DON'T allow the weapon to intersect the player (or another AI), you won't get damaged.
In T1/2, the AI had attacks which would hit Garrett, at least fairly frequently, even if he was crouching. In T3, it seems that none of the AI attacks actually reaches low enough to hit Garrett while he's crouching.
Once we learn how to add or change the AI animations, we should be able to fix this.
Maximius on 6/5/2005 at 19:07
Shadowspawn, its my understanding that the initial overhead swing of a Hammerite or pick ax bearing thug will hit a crouching Garrett. I proposed increasing the frequency of that attack in the AIs coding in another thread. But I dont think the overhead swing will hurt the rats SneaksieDave and Kurshoks dont have that overhead swing unless I missed it, so crouching makes you impervious to them.
BTW I just saw a Kurshok KNEELING on the ground to look for a cup I had just stolen! I have never seen this before in an AI, can all of the AIs be made to kneel on all fours? If so, we could have a crawling AI, no?
Swiss Mercenary on 6/5/2005 at 19:40
A scouting orb would make sense, even for a thief with both eyes, if he looked through it using a... receiver thing. That he'd hold up in front of his face.
Of course, I don't know how consistent it would be with the world the TDM team is creating, but its a thought.
And I liked scouting orbs.
jay pettitt on 6/5/2005 at 23:42
I thinks Scouting Orbs would make sense in T3 because leaning is somewhat borked. Some might prefer Orbs to switching to third person view. But if, like T1, T2 & hopefull the Dark Mod, you already have options for getting a sneaky peek at what's up ahead then Scouting Orbs don't add much.
Maximius on 7/5/2005 at 03:13
The Kurshok do have an initial overhead swing when they first unsheathe their swords, it seems it could hit a crouching Garrett though I didnt test that. Unforunately, I have confirmed that crouching in front of the Kurshok makes you safe from attack. Not so the ratmen.
I wish i had the scouting orbs back right now, ghosting the clocktower.
Some Serious Dough on 2/6/2005 at 15:08
Bump.
Useful topic.
Shockeye on 13/6/2005 at 05:06
I've searched the forums and haven't seen any detailed discussion of implementing the potions from the first 2 games. I dont know if this is because it is so obvious how to do it that noone needs to discuss it, but just in case i thought I'd post this guide to making an invisibility potion:
In Script Editor
Make a new script called InvisibilityPotion
Click "Conditions"
select :
Weapons&Inventory\When I am used in a way from the inventory
click OK
Click "Actions" button
select
Objects\Apply[Float] units of stimulus [Enum:eStimulus type] to linked
object(s)[LinkFlavour]
click on [Float] and set it to whatever you think is a fair thing, say 4.00 for a longer
lasting effect
click on [Enum:eStimulus type] and set it to "StimulusType_T3MakeInvisibleSpell"
click on [LinkFlavour] and set it to "PLAYER"
click OK
click OK in the InvisibilityPotion window to save it
click cancel in trigger script browser
In Actor Browser
Create a new class under WorldObj\Inventory\Powerup\Potion called InvisibilityPotion
right click new class, select make placeable
go to properties add new property Scripts\TriggerScripts
add a new script here, set it to your InvisibiltyPotion script
under Properties\Render add new prop ObjectMesh
set the to whatever you want from mesh browser, preferably something bottle shaped like
one of the other potions. (I'll have to look into reskinning the health potion mesh)
save gamesys & export script etc
now you can place potion in your level.
To use potion you need to cycle thru inventory coz no key is assigned ...yet(?)
You can make potion that use any of the stimuli from the variuos spells from keepers , pagans & hammers