LarryG on 18/5/2011 at 01:13
I want to re-emit a Fireshadow AI after some delay whenever it gets killed. I plan to have an AI Archetype which has Does Patrol set, so that when the AI is emitted on top of a TrollPt it starts patrolling, and I will have several different Fireshadows roaming about. My problem is how to emit a Fireshadow which is already CD linked to it's own emitter. I plan to use an NVRelayTrap to turn it's death throws into a delayed TurnOn to the emitter. But how can each Fireshadow AI be emitted already hooked up correctly?
Edit: Maybe I need to look more closely at NVCreateAndLink ...
jtr7 on 18/5/2011 at 05:01
What are you doing that is different than how they are done in Thief Gold? Specifically, what Fire Shadow action are you going for that Thief Gold doesn't have?
Haplo on 18/5/2011 at 05:07
I think he is trying to replicate the TG behaviour in T2 as close as possible. The FireShadow script is not available in T2.
LarryG on 18/5/2011 at 05:23
Exactly. FireShadowEcology and FireShadowFree are TG only.
LarryG on 18/5/2011 at 14:47
Hmmm .... NVCreateAndLink seems to only go the wrong direction, from the creator object to the created object. I need it make a link from the created object back to the creator object. Rats!
I suppose I could have an archetype for each individual Fireshadow with a hardwired TDest to its own unique delayed emitter ... hmmmm.
Any suggestions for a better way to do this?
Nameless Voice on 18/5/2011 at 14:58
*ahem*
~ControlDevice
LarryG on 18/5/2011 at 15:04
oh shut up! :o
Boy do I feel dumb!
FireMage on 18/5/2011 at 20:21
Hi, I have done FireShadow in ThiefII with Gen and Convict, Get ready, the tutorial will begin:
Obj Hierarchy: Creature>Undead: Add Fire Shadow
Tulz>Crystal>FireCrystal>FirShadcryst
Fnord>Marker>DisapPoint
>FSBack
(For more Effect) SFX>Fire>ExplosionFX>FireElementalExplosion>FireShadExplosion
Stimuli: Add: FireShadFlee
FireShadDisap
Metaprop:AI_Behaviour_Gen>FireShadEffects>M-SourceFireShadFlee:Source:Rad=1;1;FireShadFlee
>M-SourceFireShadDisap:Source:Rad=1;1;FireshadDisap
>M-FasterShad: Creature: TimeWrap: 0.20
>M-BuildFireShadow:receptron:Touch:min10:creatobj:FireShadow;Me
>M-ShadowsFleeing: AI>ATTRIBUTS>VISION "&" HEARING:NULL
>AICore>AlertCapNess: None0;None0;None0
All tools made? Let's Go!:
FireShadow:
Script: ZombieRegen
Game>SlayResult: NoEffect
~ParticleAttachement: Fireplaceyellow & Orange in Head, right and left hands
Renderer: MeshTexture: (Replace Malserv01.gif with a fireshadow texture wich you have made)
Shape: Malserv01
Abilities Setting: DoesPatrol: True (Tick Random Patrol true if you want)
Response>Signal: Possum: (DO NOT COPY THE ZOMBIE PROPERTIES)
Add/remove Metaprop: Add;M-ShadowsFleeing
Add/remove Metaprop: Add;M-SourceFireShadflee
Goto object: DisapPoint1 (Rename the disapPoint with this name); Fast
Add/Remove Metaprop: Add;M-SourceFireShadDisap
//////////////////////////////////////////////////////////////////////
Add receptrons: SourceFireShadFlee: Add Metaprop: Me;M-FasterShad
creatObj: FirShadcryst;Me
SourceFireShadDisap: CreateObj:FireShadExplosion;Me
:FSBack;Me
______________________________________________________________________________
FSBack:
Source:Rad=1;11;Touch Shot Two Times
Receptrons:Touch:Min10:Add Metapropr: ME;M-BuildFireShadow
__________________________________________________
FireShadExplosion: Do what you want with sfx. you can
make an impressive effect with:
Renderer: Shadow: 120
_________________________________________
More Details:
Source: I have wrote if it is a collision, a radius; The stimuli number; The Stimuli Name and after
the number of shot (If I have wrote nothing, write 1 shot).
The Disapoint should be accessible by the Ais. You can put in game just ONE disapoint.
When you have done everythings, you will get a FireShadow like Thief Gold without
new script. I have spent one month to rebuild the fireshadow with Convict
and Gen, so I ask some respect for that hardwork.
Thank you
Nameless Voice on 18/5/2011 at 21:29
That's quite clever.
No, the zombie won't play possum because FireMage specifically said not to copy the signal responses that control the zombie's behaviour upon being "killed". Instead, you set up a different set of responses to dying, e.g. to run away and set some metaproperties to create a fire arrow.