LarryG on 6/9/2016 at 14:46
The dynamic patrol approach would mean that I couldn't have other patrol points anyplace that the player could drop a breadcrumb, right? Otherwise the AI might choose one of them when it gets Does Patrol turned on since there is no special link from the AI to the "correct" patrol point directing it to a specific path, the AI just chooses the closest one. That seems a severe limitation in this situation.
I'll try a blank line and see what that does. Thanks.
R Soul on 6/9/2016 at 15:39
You can use an AICurrentPatrol link from the AI to the TrolPt.
Blank lines: in a pseudoscript a blank object argument means 'this AI', i.e. the equivalent of [me] in NVScript parameters.
LarryG on 6/9/2016 at 16:58
Would it matter which breadcrumb TrollPt I link the AI to with AICurrentPatrol? Won't I still need the A/R setup to trigger things? Also, there is no guarantee that the player will lay down the breadcrumbs in a linear sequence, so I can't do the linking of the path until the last breadcrumb is placed (i.e. stim detected). This sounds harder and harder. I think I need to give the conversation approach a try first. Tonight, if I have time.
On more thought ... maybe use the conversation to add the AICurrentPatrol to the solitary breadcrumb/TrollPt from the AI, and then add DoesPatrol to the AI. I'm not certain how to know to delete the breadcrumb only after the AI reaches it and consumes it ... grrr.
Yandros on 6/9/2016 at 18:04
Perhaps using the Watch Obj Default param on the breadcrumb archetype, and then also add an AIWatchObj link from the AI to the next breadcrumb when you add the AICurrentPatrol link?
LarryG on 6/9/2016 at 18:13
I was thinking about an AIConversationActor link not AIWatchObj, triggered by a TrapConverse script and the pseudoscript on the breadcrumb and not using patrol points at all. All I can do is try it with the second argument empty for the Goto Object action. Then try some of the other ideas, if that doesn't work, as I try to figure what is meant by the suggestions.
I did something similar in Finals where the rat exchanges a ring for a shiny ribbon. The shiny ribbon has the conversation on it and it is triggered by TrapConverse. But there was only one of the ribbons and I used it's name.
LarryG on 11/9/2016 at 01:26
I'm still fighting with this.
The desired scenario is that the player has a stack of breadcrumbs and can drop them anywhere. The AI will only go to the 1st breadcrumb which is dropped within, say, 10 units of it, and having reached the breadcrumb, it "eats" (deletes) it the breadcrumb object. If after reaching that breadcrumb, if there is another within 10 units of that location, it goes to that breadcrumb. And so on until the player has lured the AI has to where needed. If no other breadcrumbs are that close, the AI returns to the home location for the player to try again from the beginning.
My idea with the marker was to teleport a named marker to allow a conversation to move the AI to that location via that named object. The breadcrumbs can't be named since they are being dropped. But the teleport is happening too soon & I can't find a way to delay it. It has to happen after determining the AI is close enough (10 units) by having the breadcrumb bounce a stim off of the AI, but not before the bread crumb has landed.
Is there any reasonable way to delay the start of sending a radius stim? When the breadcrumb is dropped, it sends the stim right away, while the breadcrumb is still in the air. But the breadcrumb is no longer there. So I would like to be able to turn the stim on based on either phys contact, or best, zero velocity on the breadcrumb. But I can't find any way to start / stop a radius stim, only linked or otherwise targeted stims. That won't work here. I think I might be able to use a property set to add the stim property via an NVScript triggered by a phys message of some sort, but that's going to be pretty clunky and not likely to be very reliable.
NV had the idea of a dynamic patrol path, and turning on/off does patrol on the AI when a bread crumb is dropped close enough. But I'm stuck figuring out how to dynamically link up randomly placed breadcrumbs into a likely patrol path that an AI would choose to follow to eat the breadcrumbs. The breadcrumbs could be dropped in any order, but have to be linked in order of closeness to the AI for this to work. To top it off, the inking has to happen only after some breadcrumb is placed close enough to the AI. Only at that time can I assume that the crumbs are all placed.
I'm beginning to think that without custom scripting there really is no sane way to make this happen.