guard stucks on his patrol. How to avoid? - by schleicher
Yandros on 15/10/2015 at 22:57
I just thought of another possible solution. The point in the locked room could not be in a patrol route at all, and the guard could go to it occasionally via an AIWatchObj link to one of the other points. Then if that gets triggered and he's missing the key, he just won't try to go there and will proceed to the next TrolPt on the route.
R Soul on 16/10/2015 at 00:25
The NVConvEnhancer script has a CheckLock function, so you could make an AIWatchObj link to an object near the door (or the door itself if you use a big enough radius). The actions will abort if the test object can be unlocked, so the following actions can tell the AI to do something else, e.g remove whatever AICurrentPatrol link he has, and add another one to another TrolPt (for example).
I'd also like to advise against the random patrol property. It's not fun for players if a guard turns around without warning. You can link a TrolPt to two others if you want a bit of unpredictability (e.g. so the guard could go left or right at a specific place).
schleicher on 16/10/2015 at 07:52
Thanks for this suggestions. I will explore, what the best solution
is, for my mission.
In the moment I experiment with teleporting an TrolPt (via RelayTrap).
But I have the problem, to trigger that teleport, by frobbing the
key. (So I test it momentary with an switch, and it works).
(I need the RelayTrap to be able, to toggle back and forth. With the switch-
method it works well.)
==> So, how can I trigger that via key-frobbing ?
I have in the key an ControlDevice, that is linked to the RelayTrap.
(To link it directly to the TrolPt don't work as well).
But it seems, the RelayTrap don't receive any message, when I take the key into
my inventory.
In the key I have also "FrobInfo" and the "TrigInvFrob"-Script.
I also tried to add the "StdButton"-Script. But nothing will activate
the ControlDevice.
Maybe a simple situation, but I have no clue in the moment ;-)
schleicher on 16/10/2015 at 07:56
Quote Posted by R Soul
I'd also like to advise against the random patrol property. It's not fun for players if a guard turns around without warning.
Yes. I try to be aware of such fun-killer. But in this case it is a very dark area with a lot of shadows. As long as you are
not too noisy, you can stand almost in the front of an guard and he will not see you.
john9818a on 16/10/2015 at 08:25
Instead of using TrigInvFrob use TrigWorldFrob, and make sure FrobInfo World Action is set to Move, Script.
schleicher on 16/10/2015 at 11:48
Quote Posted by john9818a
Instead of using
TrigInvFrob use
TrigWorldFrob, and make sure
FrobInfo World Action is set to
Move, Script.
Thank you. This works :thumb: