Linda on 11/1/2013 at 05:56
I'd like the AI does an action when the object A is seen by that AI, via Triggerscript. How can I do it? I can't see any "sees the object" condition in the Triggerscript menu...
Beleg Cúthalion on 11/1/2013 at 08:04
Right, there should only be a "when player sees" condition which itself is, however, some sort of cheesy hack that never worked for me AFAIR. It's difficult to suggest something without knowing the situation you're planning. I could imagine using a condition that queries the distance of an AI to an object or, if the object is moved etc., queries if the AI does any "notice vandalism" barks. Still, what is your plan exactly? What is the location?
Linda on 12/1/2013 at 01:32
I'd like the guard plays a vandalism bark and goes in red_alert, searching for the guilty guy, when he sees a broken vase.
Beleg Cúthalion on 13/1/2013 at 21:31
Hm...if the vase is breakabkle I suppose it's some custom construction that does not automatically trigger the usual barks. In this case, set up a flag for the broken vase (...= true) and then catch every guard walking into its direction (combined with a distance check as said above). Barks can then be played via the script actions, same goes for the red alert (or even things afterwards like altered patrols etc.). Should do the job even if it's not using a hard-coded game AI reaction. Smoke and mirrors, as often.