Bumbleson on 28/3/2005 at 18:52
Has anyone dealt with vulnerabilities already? What do the properties mean and what's their effect on linked AIs?
Krypt on 28/3/2005 at 20:04
Vulnerability objects are what the game uses to determine what types of stimuli the object/AI can and can't take. This is how you set a zombie to take damage from holy water or a torch to be able to take water/fire stim so it can be doused and lit. Here are what each of the properties under the different stimulus types do:
IsFakeDamage: I think this makes it look like the AI is taking damage when hit by the stim by playing a pain animation, but doesn't really do any damage.
MinHealthDamage: The minimum amount of damage the stim would have to impart for it to do any real damage. You could use this to set up an object to be unaffected by a dagger, but smashed by a longsword when they both use Edge stim.
StimToHealthDamageFactor: Sets how much health damage 1 point of stim will do. This is set to 0 for fire/water stim on torches, because you don't want a torch to blow up when you try to put it out with a water arrow.
Vulnerability: The percentage of vulnerability to a given stim. Scale is 0 - 1, 0 is 0% vulnerable, 1 is 100% vulnerable.
Bumbleson on 28/3/2005 at 23:05
What is the difference between StimToHealthDamageFactor and Vulnerability percentage? I mean if I set the damage factor to 1 and the vulnerability to 0 (or vice versa), what will happen? Isn't that a contradiction or am I just too simple-minded to understand? :o
Krypt on 29/3/2005 at 00:44
Quote Posted by Bumbleson
What is the difference between StimToHealthDamageFactor and Vulnerability percentage? I mean if I set the damage factor to 1 and the vulnerability to 0 (or vice versa), what will happen? Isn't that a contradiction or am I just too simple-minded to understand? :o
I'm pretty sure StimToHealthDamageFactor was specifically implemented for cases like I described above with the torch where you want something to take stim for some other purpose besides damage. Stimuli are used for a lot of things besides damage.
If you set the Vulnerability to 0 then it won't matter what you set any of the other properties to, because the object will be immune to the stim anyway. Vulnerability at 1 and StimToHealthDamageFactor at 0 are how the torches are set up with fire/water stim. This means the object will take the stim, but not be hurt by it. From there you can script things to happen when that type of stim is taken, like light or douse a torch for example.
Bumbleson on 29/3/2005 at 23:10
Ah, that makes sense, thank you! :)
massimilianogoi on 12/9/2009 at 04:10
So, playing around with this, I was able to make the robot killable with eight blackjack hits (like the Thief 2 one, I guess) when it's not aware of me at the beginning. But if it is aware, otherwise, it requires 12 hits to be killed.
How could I make to get it killable with only eight hits anyway?
Beleg Cúthalion on 12/9/2009 at 06:34
If it really depends on their alert state, there might be some property about how better protected they are when alerted. Honestly, no idea.
Big robots need 18 hits, small ones nine, just if you want to be very exact. :p
massimilianogoi on 12/9/2009 at 06:43
Ah, ok! Thanks for the information! :)