Mandrake on 2/3/2005 at 23:39
Quote Posted by hEKTOR
I was wondering whether T3ED allows you to change the AI behaviour in any way? Can you make guards stay alert and search longer, and / or introduce 'global alarms'?
I'm not in front of the editor right now so I could be wrong, but yes, I think I saw properties for the Guard's that can adjust things like "search time" etc, although I didn't actually test them to see if they had an effect...
Harwin on 2/3/2005 at 23:41
Quote Posted by hEKTOR
I was wondering whether T3ED allows you to change the AI behaviour in any way? Can you make guards stay alert and search longer, and / or introduce 'global alarms'?
I believe these are possible. Try comparing the differences between higher and lower difficulty levels (you might have to look at the ini files) as well as "elite" vs "normal" guards. Some of it may also be scripted. It's been a while since I looked at those properties, and I'm busy with a bunch of other work, so I'm not going to be looking at the editor itself trying to spelunk through things and figure it out (and unlike during the beta testing of the editor, I no longer have access to the source code for obvious reasons).
I suggest you just look around and experiment with things as they are. Y'all have in the past done a lot of things we didn't think of in the system(an in-game store in Thief!), and we've tried to make the T3 editor similarly flexible.
Krypt on 2/3/2005 at 23:41
Quote Posted by hEKTOR
I was wondering whether T3ED allows you to change the AI behaviour in any way? Can you make guards stay alert and search longer, and / or introduce 'global alarms'?
Yes, the AI behavior is very tweakable. In the actor browser under MetaProperty>AIModel you'll find a large list of models for various aspects of AI behavior. There are seperate models for combat, movement, sensory, etc. Each one of these has a huge set of properties you can tweak. If you want to make your own AI models you'll need to make gamesys changes though. Once you've created a new AI model, you can associate it with a specific AI through the AIPawn section in its properties.
hEKTOR on 3/3/2005 at 14:04
Thats exciting news, Thanks! :cheeky: