FrenchDecay on 12/7/2016 at 10:57
Hi everyone,
I want to change the hearing attribute of an AI in particular, but taking the "hearing attribute" up a notch makes it too sensitive already. I know you can tweak visibility quite easily and create very specific vision cones through the "vision description" screen, so here's my question : does DromEd have the same kind of menu to change AI's hearing?
R Soul on 12/7/2016 at 16:04
I can't see anything that could give fine control over a specific AI, however that doesn't mean there isn't a way.
If you go in to more detail about what you're trying to do, it may be possible for someone to suggest an alternative.
FrenchDecay on 12/7/2016 at 17:48
I have those AIs spread all over the place, they are hidden in places Garrett can't access, only AIs can go in there, and they are placed so that they won't see you, they can only hear you.
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http://www.directupload.net/file/d/4414/odkjacnk_png.htm)
Inline Image:
http://fs5.directupload.net/images/160712/temp/odkjacnk.pngOn this screenshot, the selected object is where the AI is. When the hearing attribute is set on average, the AI doesn't come out unless you jump multiple times on the "ceramic" floor, you have to be really loud to catch his attention, even if you're being noisy where the camera is placed on the screenshot. If I just set his hearing attribute on "above average", jumping on the stone floor immediately makes him suspicious and run to where the sound came from, he doesn't even go through the "slow" investigation state. I want the AI to look out for Garrett if he runs on the "ceramic" floor or jump one time on it, but I don't want it to immediately run into him just because you jump one time on the stone floor, it's way too sensitive.
I don't think this is related, but the place is quite large and contains three long hallways -the AI is in the middle one- and the whole place is contained by few large room brushes, the AI won't hear Garrett making noise in the middle of the two other hallways, but he'll spot you if you make noise at the end of them, since the hallways are connected at their ends, kind of like an 8. I think it's related to the hearing attribute too. If possible, I'd like the AI to hear slighlty less backwards
Le MAlin 76 on 13/7/2016 at 23:25
Ai-->Attribute-->Hearing
It's the only thing you can do in dromed.
R Soul on 14/7/2016 at 01:16
What if you give the AI above average hearing but reduce his vision so he finds it harder to see you?
LarryG on 14/7/2016 at 01:31
Since the AI is in an area where Garret cannot go, move the AI further away so that the distance will lessen the effect of jumping on tile in the next room. Also how did you room brush this? If you did both rooms with one room brush, then there's your problem. Each room needs it's own room brush and the doorway needs two, one on each side, to get the sound propagation correctly. Also you can adjust the sound propagation through the door by a parameter on the door properties to make the door more or less sound proof.
FrenchDecay on 14/7/2016 at 13:45
I rearranged the room brushes of the whole section and it appears that a different hallway going under the whole place was the problem, I'm not really sure why. I also moved the AI as LarryG suggested which seemed to do the trick, even though it's in the same room brush. So basically everything seems normal as it is now.
I just have one question though, why do you need to use two room brushes for a doorway? I have never done that before and the sound propagation seems to be working just fine, and I have never changed the door properties either, is it bad? I've been looking through tutorials many times but I haven't found the answer yet (there is a lot of them!).
R Soul on 14/7/2016 at 14:01
The room brush pair allows the door to properly block sound and also allows the player to lean into it to hear what's on the other side.
FrenchDecay on 14/7/2016 at 19:57
Oh, thanks for the enlightenment and the link! I don't know how I managed to create decent-enough room brushes till then, I'll make sure to fix it all