FireMage on 8/10/2015 at 22:39
Nice! Thank you!! :)
These ones may be sticked or shown in a sticked thread! Because this part of editing is surely one of the most unknown! ^^
@NV: While I was reading your whole tutorial (which is well-done btw). I got a question that you, or anybody, know the answer:
---> How the head-tracking is working? <---
I have done many investigation, I never find out what activate it, what indicate to the guard where to turn his head.
I suspect a story of links. AIAwareness or something like that. These one do nothing if the AI start with it already defined, but by removing them in-game once you're spot has done some fructual results. The missing piece of the puzzle is the Head-Tracking.
Then I found a command in Dromed Named "Cret_set_Focus_Obj", I though it was that. But if you do it in-game, nothing happen and if you do it in Dromed, you got an Array Error Message... Is someone there who have already resolved this mystery? Is it possible to play with the object's property to use the head-tracking with no limit, where, when and how we want ?
Nameless Voice on 9/10/2015 at 01:04
I believe it's tied directly into the AI systems (the "brain", controlling behaviour and motions, etc.) - which we can't really do anything with. Same reason we couldn't get the "RangedMelee" AI set from SS2 into Thief - no one ever found out how to change those AIs - they are most likely hard-coded into the engine.
In other words, I don't think you can control it - though I may be wrong.
Tannar on 9/10/2015 at 03:45
Quote Posted by FireMage
These ones may be sticked or shown in a sticked thread!
It is the very first entry under "(
http://www.ttlg.com/forums/showthread.php?t=131800#scripts) SCRIPTS" in the tutorials thread, which is already stickied at the very top of this forum.
Apiai on 9/10/2015 at 06:28
Since long time I was using NVScript.osm (from 27 august 2012, 1,10Mo)
In Heartcliff Islands post, an other NVScript file is recommended (NVScript from 27 december 2014, 546Ko)
I'm actually using the biggest file from 2012, supposing that it must contain more scripts.
Is it possible that a more recent file can be a lot smaller in size ?!
fibanocci on 9/10/2015 at 07:52
Quote Posted by Apiai
Is it possible that a more recent file can be a lot smaller in size ?!
Of course. The new NVScript is smaller. It's just compiled differently, as NV wrote.
FireMage on 9/10/2015 at 11:20
Quote Posted by Nameless Voice
I believe it's tied directly into the AI systems (the "brain", controlling behaviour and motions, etc.) - which we can't really do anything with. Same reason we couldn't get the "RangedMelee" AI set from SS2 into Thief - no one ever found out how to change those AIs - they are most likely hard-coded into the engine.
In other words, I don't think you can control it - though I may be wrong.
Alright, so If I want to do what I have in mind, I may "fake" it. Thank you NV! ;)
Or perhaps our anonymous heroes will hear what am I suggesting and make something to help us... (Perhaps I'm just dreaming about it xD)
@Tannar: Merci!! ;)
@Apiai: Careful! With computer science, we learn that : Weight is not contain!
Of course, an heavy file will have more chance to have more contain than a lighter one. But this is not obivously true! :)
As Fiba said: compilation can reduce it! As the compression, how the file is optimized etc.
I'm a IT student and our teacher never stop to repeat us how computer science need improvement and how we must be cautious when we are coding... :cheeky:
Nameless Voice on 10/10/2015 at 19:01
Quote Posted by Apiai
Is it possible that a more recent file can be a lot smaller in size ?!
The latest version of NVScript is from September 2015, and yes it is smaller than older versions due to using a different compiler.