darthsLair on 15/9/2014 at 14:42
I have a group of ai (14 in number) that are teleported to a location where the player will be teleported.
In Dromed NewDark V.121 the teleportation is successful. All 14 ai are teleported in the exact locactions as the teleport traps.
In Thief 2(in game) the teleported ai's locations have changed to Z=20 units, and X -20 units. When Garrett arrives at that location the ai are in mid air, and then fall down to the floor. It seems I read something about this before, but doing a general search: "Teleport" I could only find 5 pages of information, and nothing to help me there.
Why would it work perfectly in Dromed, and not in Thief 2?
Any help would be great, and thankyou!
Edit: If you would like to help others with this for future reference that would be great, but instead of dealing with this, I have created a cutscene in place of the teleporting ai.
darthsLair on 15/9/2014 at 19:47
Thankyou, that is what I suspected! It is nearly 1000 units from the ai to the teleport site.
fibanocci on 15/9/2014 at 19:52
One question: Is there something special about those 14 AIs? What are they (swordguards, servants, etc), do they have special properties?
LarryG on 15/9/2014 at 20:00
I'm still not clear why you can't just delete the originals and emit new ones where and when you need them to show up.
darthsLair on 15/9/2014 at 21:09
Quote Posted by fibanocci
One question: Is there something special about those 14 AIs? What are they (swordguards, servants, etc), do they have special properties?
They were Hammerite Guards,Priests,Novices. Some were spellcasters. The only properties I added to them were weaponstim =null,
attributes=hearing,vision, null.
Quote Posted by LarryG
I'm still not clear why you can't just delete the originals and emit new ones where and when you need them to show up.
I have too many emitters in this mission. Probably 150-200. I didn't want to take a chance of freeze-ups.
john9818a on 17/9/2014 at 08:06
You could destroy the original 14 and then have a new set of 14 teleport in to their new places from a nearby blueroom or even solid space just outside of the air brush where the TeleportTrap is located. Actually if they teleport in from solid space they won't be performing any motions until they reach the air brush and might not interfere with the teleportation. I have used this method with good results.