Schwaa2 on 27/12/2007 at 16:46
Ooh, I want Burrick Rider, Super Basso Bros., Monkey Kong.
It would be funny to have Pac Man, but pacman is a thief, the ghosts are guards and the dots are gold coins. The poerdots could be invis potions so you could sneak up and clobber the guards.
Nameless Voice on 27/12/2007 at 17:07
In that case, I have to ask the question: does the arcade machine work?
If not, come back when you have it working!
Lady Rowena on 27/12/2007 at 18:33
Quote Posted by sterlino
:weird: the first pic of Rsoul remember me a very old one mission, but i don't remember the title.. probably for thief1 ? anyhow, same idea of little shops within an hangar (or a granary, dunno exactly what it is).
Yeah, I was just posting the same. Maybe Lord Edmund Entertains?
I love that old looking stuff. :thumb:
Sluggs on 27/12/2007 at 19:14
Quote Posted by Nameless Voice
In that case, I have to ask the question: does the arcade machine work?
If not, come back when you have it working!
It might just be possible! I could use an animated road texture, and have a car that moves side to side, via joints? :idea:
sterlino on 27/12/2007 at 19:21
Quote Posted by Sluggs
It might just be possible! I could use an animated road texture, and have a car that moves side to side, via joints? :idea:
Interesting.... would be a nice match to make it... :cool:
Digital Nightfall on 28/12/2007 at 02:34
This evening I learned how volume on footfalls worked. Before I always imagined that it was a binary switch. It was either loud enough to piss off guards or it was not. Now I've found that it's actually a numerical value from -1 to a few negative thousand, which influences how perceptible it is to AIs. Fascinating. Sort of makes my original perception seem infantile.
No, I am not changing any existing values - I am adding a new material type. Yes, I got it to work!
Nameless Voice on 28/12/2007 at 03:49
That's also the volume at which the sample is played for the player.
Sliptip on 28/12/2007 at 04:06
Quote Posted by Digital Nightfall
This evening I learned how volume on footfalls worked. Before I always imagined that it was a binary switch. It was either loud enough to piss off guards or it was not. Now I've found that it's actually a numerical value from -1 to a few negative thousand, which influences how perceptible it is to AIs. Fascinating. Sort of makes my original perception seem infantile.
No, I am not changing any existing values - I am adding a new material type. Yes, I got it to work!
Really?!?! I had assumed the same thing (either loud enough or not). This is good to know, particuarly with what I'm doing now.
edit: Are you sure about that Digi? Isn't it just the major/minor anomolly settings? . . .Or maybe I'm just trying to do something different. I need my AI to go to Alert3 when they hear you running
Digital Nightfall on 28/12/2007 at 04:27
No I am not sure! :D
Nameless Voice on 28/12/2007 at 13:13
Quote Posted by Sliptip
I need my AI to go to Alert3 when they hear you running
I think that needs
Non-Combat High. I think that the 'value' of the sound is the highest alert it can cause, but if it's only barely heard it can cause a lower alert instead.