Zoro on 4/4/2016 at 17:49
(SOLVED)
(This question topic is related about the Thief 2 TMA)
Hello there,
I'm currently having problems with making 3 objectives. These are supposed to be:
"Don't kill anybody."
"Don't harm any human."
"Stay as a GHOST!! (Don't be seen, heard; don't KO nor kill anyone."
Only one of these objectives is active, depending on your difficulty, but that's not the case.
The problem is that I need to make GHOSTING working only with human AIs. It wouldn't be really a problem
if the FM hadn't other AIs, like spiders, and I don't want to force a player to ghost with the spiders, it would be
ridicilous.
So in the few words - how can I make all of these objectives work only with the HUMAN AIs, not with the others
like UNDEAD, BEAST and etc?
Unna Oertdottir on 4/4/2016 at 18:37
You could set an alert response on humans.
But don't set it to "high", but "moderate". Otherwise the players want to kill you.
;)
You might look in Sperrys Nightcrawler. There's a no alert objective on expert. He's put the alert response on every human.
john9818a on 4/4/2016 at 20:09
To add to the Alert Response, have the human archetype -14 frob a button that is linked to a QuestVarTrap. In the QuestVarTrap add QVar with =2:goal_state_x where x is the number of the objective. I think it is 2 or 3 in the example above to fail an objective.
LarryG on 4/4/2016 at 22:30
NVGhostingMessages
This script handles Ghosting Failed messages.
An AI with this script will cause ghosting to fail if he is injured, killed, knocked out, or his AI->State->Current Alertness is raised to 2 or higher.
Each time ghosting is failed, the mission-scope quest variable NVGhostingFailed is incremented by 1.
The first time ghosting is failed, the message "Ghosting Failed!" is displayed. If the mission-scope quest variable NVGhostingMessages is set to 1, then the message (and count) will be displayed every time ghosting is failed.
You can also use the NVGhostingMessages=1 parameter.
This script can also be applied to normal (non-AI) objects, which will then fail ghosting when damaged or slain.
AIs who inherit from "bow man", with an AI->Ability Settings->Flee: Conditions for Flee of Never and AI->AI Core->Notices Bodies = False (the archers in "Life of the Party") will not trigger this script, nor will objects named "Cavador", or anything with the parameter NVGhostingIgnore=1.
You can change the default ghosting failed message by defining your own in PlayHint.str. The three strings used by the script are: GhostingFailed (displayed the first time ghosting is failed), GhostingFailed2a (the first part of the message displayed on subsequent failures - this goes before the count) and GhostingFailed2b (this goes after the count). Here is a sample of a PlayHint.str using the default messages:
GhostingFailed: "Ghosting Failed!"
GhostingFailed2a: "Ghosting Failed!\n(Total: "
GhostingFailed2b: " times)"
You will probably want to include a space at the end of GhostingFailed2a and one at the start of GhostingFailed2b when writing your own custom message.
As of NVScript v1.2.0, you can turn off the ghosting messages for a certain difficulty by using the NVGhostingMessagesDifficulty#=0 parameter, where # is the difficulty level (0 = Normal, 1 = Hard, 2 = Expert).
You can also set the colour of the message via the NVGhostingMessagesColour parameter (default: #FFFFFF).
Zoro on 7/4/2016 at 01:42
Unna Oertdottir, john9818a, the Alert Response works perfect in my case. Thank you very much :)