Ryan Smith on 24/5/2016 at 21:06
Whether being knocked out or killed, how does one set things up in DromEd so that if a certain creature dies or gets knocked out, it gets back up again in five minutes?
Renault on 24/5/2016 at 22:26
I think dead is dead - you'll probably have to teleport a new AI in. I'm sure someone else more knowledgeable can give you details. Or maybe you can give them zombie revival type abilities.
ZylonBane on 24/5/2016 at 23:17
Translation: How does one guarantee that players will dump all dead or knocked-out AIs down a pit or into a locked room?
Nameless Voice on 24/5/2016 at 23:43
I think you have to fake the knockout/death, basically the same way that zombies do. They don't really die and just play dead until it's time revive.
Random_Taffer on 25/5/2016 at 00:07
Having them wake up while you're carrying them could be interesting!
FireMage on 25/5/2016 at 00:07
Acutally, it is clearly possible to ressurect a dead or knocked out body.
This is actually just the Current State that change + The AI which is disabled.
(I have already made in a test mission a Necromancer able to ressurect dead body he noticed WITHOUT any custom scripts so you can trust me)
There is just a single bad side with it:
-If you care the body and drop it somewhere, Dark Engine will behave like he don't have physics on his legs and he will walk on his torso.
BUT : I didn't test further but I am sure it is linked to the Creature>Current Pose, Property. Because if you set it on a random guard without ticking off "ballistic", the same event happens.
How to do it?
You must play with Stimulis and "Clone Properties". And you may ask it to copy some "Preset" made with META-Properties wich have the advantage to have no sub-archetype with many properties or hardcoded properties that may interfere.
But this is quite complex to set if you are not familiar yet with the stimulis. I suggest you to keep in mind what I told you and experiment it in a test mission. I am sure you can do it!
EDIT:
ZombiePossum can be interesting, but this is clearly a fake death + this property have the disavantage to make the body exploding with firestim... ^^"
Nameless Voice on 25/5/2016 at 00:58
Yeah, you can mess around with their AI state and get them mostly-working, but I seem to recall there were a few problems with that, such as the problem with them going crazy after being moved.
It's actually easier to just create a new one at their location and delete the old one.
LarryG on 25/5/2016 at 03:11
Yeah well, isn't that fitting though? That's the trope that those waking up from the dead go crazy.
FireMage on 25/5/2016 at 19:13
Quote Posted by Nameless Voice
It's actually easier to just create a new one at their location and delete the old one.
Indeed this is clearly easier but there is a problem : The voice!
If a guard change his voice when he woke up it won't be very professional.. Plus if you see the guy waking up just in front of you... You know the scene won't be very amazing... While the ressurected way will make the scene a bit better.
IMHO, using the same guy will allow you to make his ressurection more impressive plus if he got a patrol route or AIWatchLink, these one will remains. You won't be obliged to create many archetype or setting numerous triggers to reset all the ancient properties.
You just have to set all the stuff once and you are done.
Even if your method, NV, works fine too and you can do it with respawn but you need the help of many custom script or the stuff will be very hard or/and looks clumsy.
The two method have although the same result: If you spawn a new guy, or resurect the same guy this one will be not alerted.
At least the both works fine with their good and bad points. Just make your choice Ryan! ;)
LarryG on 25/5/2016 at 19:41
Something worth thinking about would be an emitter trap attached to your AI which triggers when your time limit is up. You can make it not run if the player is looking at the dead AI. You can also build in a fade out - delete of the dead one and a fade-in emit of the new.