Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 6/10/2016 at 17:35
AFAIK I have added the scripts just as you suggested but to no avail. For example, I can read the objective "Find 2 special loot items (2 found)" in the menu but the goal is not ticked off. However, I will have a second look at it next week. In any case it is strange that all of these things seem to be disabled in the Inn mission. :weird:
chopin42 on 6/10/2016 at 18:25
Quote Posted by Beleg Cúthalion
AFAIK I have added the scripts just as you suggested but to no avail. For example, I can read the objective "Find 2 special loot items (2 found)" in the menu but the goal is not ticked off. However, I will have a second look at it next week. In any case it is strange that all of these things seem to be disabled in the Inn mission. :weird:
I suggest you to look another missions difficulty info (right click on it and Select archetype: select blahblah...in browser). There should be an option called EnableScriptInherit (or something),this option apply all scripts in the gamesys to their "childs" on the map. The inns difficulty info set this option false by default, and if u look it in the gamesys, you cannot find the scripts for the secondary objectives. However, every other missions difficulty has them all.
You should add all the sripts listed as another difficulty, then add the matching scripts to the actors (as I wrote). If this isnt works, i dont know what causes the problem :(
Edit: I have just tried it, and it works!
Steps:
1. set the maximum kill to 1 on expert difficulty (in the difficulty info).
2. Then add these scripts: MaximumKill1, MaximumKillsStat and MissionFailed to the difficulty info.
3. Been killed script addet to the ai-s
4. Export map, killed 2 ai-s and then the mission failed. Reason: Killed more than 1 people :)
And all this happened on the Inn map :)
This method (as i wrote) SHOULD work all the secondary objectives with.
Beleg Cúthalion on 17/10/2016 at 19:17
Thanks a lot! It was the *Stat scripts that had to be added in order for the goals to tick off. Now I probably have to take care of the statistics to be handled separately on EASY/tutorial and the other difficulty levels, i. e. while the alerted guard at the end of the tutorial mission is probably not counted in the overall statistics of alerts, it probably should be counted in the re-worked version if you mess up stuff.
But otherwise I should be fine with starting to actually add new stuff. :)
chopin42 on 17/10/2016 at 22:07
Quote Posted by Beleg Cúthalion
Thanks a lot! It was the *Stat scripts that had to be added in order for the goals to tick off. Now I probably have to take care of the statistics to be handled separately on EASY/tutorial and the other difficulty levels, i. e. while the alerted guard at the end of the tutorial mission is probably not counted in the overall statistics of alerts, it probably should be counted in the re-worked version if you mess up stuff.
But otherwise I should be fine with starting to actually add new stuff. :)
So its working now, isnt it ? :)
I suggest you rework all the seconday object's scripts with custom ones. There is an int called "dif_curdifficulty". Its scales from 0 to 4, 0 means easy (i think). You can make a script like this (for example):
CONDITIONS
When a map starts, arriving from a different map
Query if dif_lootpercent is GreatherThan 0
Query if dif_curdifficulty is EqualTo 0
ACTIONS
Queue conversation LootPercent to play
This script activates loot percent objective ONLY on easy, because we used the "curdifficulty equalto 0" int. Maybe the "less than 1" more safety. ( i havent tried it yet, but it should work).
You can do this with stats also, for example:
CONDITIONS:
When sta_lootpercent becomes GreatherThanEqualTo dif_lootpercent
Query if sta_lootpercent is GreaterThan 0
Query if dif_curdifficulty is LessThan 1
ACTIONS
Set goal objLootPercent to kGSSuccess
Replace original scripts always with the custom ones.
I hope it helps!
Beleg Cúthalion on 19/10/2016 at 21:30
I believe I can alter these things with the properties of the info actors. However, for T3G I don't want to change them at all because they ideally apply to the whole game. So if there is a mod to tweak difficulty and secondary goals (like the Minimalist Project did), it should always be possible to switch that on or off via the Sneaky Upgrade—which doesn't work if I hard-code it into the missions. However, I removed the tutorial elements from all difficulty levels but EASY by using exactly the dif_curdifficulty integer.
snobel on 21/10/2016 at 12:01
Quote Posted by Beleg Cúthalion
But otherwise I should be fine with starting to actually add new stuff. :)
How about a final round of testing for the de-tutorialized map? Maybe in play-as-an-FM format to make it easier to test.
chopin42 on 21/10/2016 at 17:52
Quote Posted by Beleg Cúthalion
I believe I can alter these things with the properties of the info actors. However, for T3G I don't want to change them at all because they ideally apply to the whole game. So if there is a mod to tweak difficulty and secondary goals (like the Minimalist Project did), it should always be possible to switch that on or off via the Sneaky Upgrade—which doesn't work if I hard-code it into the missions. However, I removed the tutorial elements from all difficulty levels but EASY by using exactly the dif_curdifficulty integer.
Beleg, you should rewrite every difficulty scripts (made NEW ONES with "copy script") with the "dif_curdifficulty" integer, it will work like a charm :)
Just made a copy, rename it to original name+gold, or whatever name, then replace the original ones with the customs. I also reworked the inn, and for me, its working, I just havent add secondary objectives and other stuffs (because Im currently texturing), but I will. If u still have problems, pm me, and we rework the script you need together. :joke:
Beleg Cúthalion on 3/11/2016 at 21:42
Quote Posted by snobel
How about a final round of testing for the de-tutorialized map? Maybe in play-as-an-FM format to make it easier to test.
Well, if you guys can do with a version which has to be copied into the T3G folder of Sneaky Upgrade's ProgramData, (
http://www.jaybmusic.net/Eidos/Thief3Gold/T3G_Inn.7z) here you are. I'm not sure if I have already fixed the statistics for Normal/Hard/Expert being carried over to the rest of the game instead of being cleared before Rutherford Castle, but I'm too lazy to check right now. If you want, try not copying the Conversations folder first and see if it crashes.
DiMarzio on 4/11/2016 at 21:21
Could there be a version in the future where you could choose a custom installation folder for the Sneaky Upgrade? People with SSD's try to conserve all space on their OS drives. And you know, because fascism is bad.
snobel on 5/11/2016 at 09:31
Quote Posted by Beleg Cúthalion
here you are.
Thanks - but the entry map is missing?
Quote Posted by DiMarzio
Could there be a version in the future where you could choose a custom installation folder for the Sneaky Upgrade? People with SSD's try to conserve all space on their OS drives. And you know, because fascism is bad.
You can already choose custom paths for the stuff that counts - installed mods and FMs. The installer has a "customize paths" option for that but you must manually move anything you have installed and want to keep.