Random_Taffer on 25/5/2016 at 19:46
Quote Posted by FireMage
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.
Couldn't you just create a new archetype for the guard that uses the same voice always?
I suppose if you wanted this to be so with every guard you'd have to create a new archetype for each voice.
Daraan on 25/5/2016 at 20:10
Well you can still clone specific properties from the dead. you just have to make sure it happens after.
FireMage on 25/5/2016 at 20:31
Quote Posted by Daraan
Well you can still clone specific properties from the dead. you just have to make sure it happens after.
The idea is good! But alas, doing this will make the new guard copying the "DEAD" state too... :/ Because Clone Property copy everything...
You can test it via dromed, the alive guy will be a standing dead body..
Plus it don't copy Links... Imagine a guard with a AIWatchObj, or AIDefendObj who are frequently used links in FMs... A real mess
Quote Posted by Random_Taffer
Couldn't you just create a new archetype for the guard that uses the same voice always?
I suppose if you wanted this to be so with every guard you'd have to create a new archetype for each voice.
Yes, it may works but you will need although to create an archetype for a guard who is patrolling, who don't patrol...
---------------
Seriously, the spawning method is to use only if the guy(s) who must ressurect is/are specific target(s).
If it is a single creature or a small group of creatures this method can be used.
But if you want to apply it in an entire mission with all kinds of guards, scene, motions etc. (for example: You want any KO guys can wake up) I won't recommand it...
Or you will be obliged to create one thousand archetype and subarchetype...
I obiously ignore if some custom scripts can help a lot or if you don't care about the changes you could get by creating a new guy.
But in other case I don't see other alternative way that may work better.
As I said I don't claim my method is the best but if you want to apply a res system to all your entities, the "clone properties" is adequate.
But I think Ryan may tell us more about his project. Do he wants a ress system applied to all AIs or some AIs?
Daraan on 25/5/2016 at 21:48
Quote Posted by Daraan
Well you can still
clone specific properties from the dead. you just have to make sure it happens after.
Set Property
FireMage on 26/5/2016 at 00:34
Quote Posted by Daraan
Set Property
Ho! This one? Indeed this one will copy the property you want! :)
...but not the links and will not select the same voice if your guy have a random voice! x)
Even if it is a good effect!
Nameless Voice on 26/5/2016 at 01:12
It really depends.
If it's just for one guy, you're probably better off heavily scripting it (in which case you can use any of the three methods: fake death, revive; copying properties to undo death; delete-and-recreate.)
If you want it to be for every person in the mission... I actually just recommend against it altogether. It will only annoy the player. It may seem more realistic for knocked out people to wake up, but it certainly wouldn't be for them to just resume their patrols as if nothing happened.
Plus, as mentioned before, someone can drop them all down holes.
If you want to repopulate people in an area, you are probably better off just spawning or teleporting in more, rather than doing anything with the old ones.
Random_Taffer on 27/5/2016 at 17:04
It would be a pain, but it would be cool if you made another archetype for inherently suspicious guards that spawn in to replace the normal ones that "wake up." They could just immediately start looking around and never stop, or go to a flee point and grab another guard. Might be more effort than it's worth, but it could be a cool gameplay mechanic for a specific purpose.
LarryG on 30/8/2017 at 18:32
I've been working on this for my mission and came up with an approach which is working, mostly. The AI is a burrick with Creature Scale = 0.43750. (This creature scale setting may or may not be relevant.)
What I did was have a conversation which does the following:
* Plays the burrick dying motion, Crumple 0, Die 0
* Adds a metaprop which has, among other things, Current Pose: {Tags; Crumple 0, Die 0; 1.0; 1.0, False}, which effectively puts the burrick in the position of the last frame of the motion
* Waits a specified amount of time
* Removes the metaprop
The problem is that the motion ends with the burrick floating in air above the ground for the wait period. I'm not certain what exactly is wrong with the motion such that the burrick ends posed up in the air. Maybe it has to do with the Creature Scale setting? But this approach is doing everything I need it to do except for the floating. The burrick falls asleep on TurnOn, and wakes up a predictable amount of time later on, unharmed and fully functional.
I'm hoping that someone will have a solution (or at least an explanation) of why the burrick ends up floating in air, when the motion without the posed corpse doesn't do that as far as I can tell.
Edit: I just tried it without Creature Scale, and the burrick ends up on the ground. So that really seems to be the issue. Any suggestions?
I've tried Crumple 0, Die 0, IsConfined 0, and Crumple 0, Knockout 0 with no better result. The burrick moves up after the motion is played and the creature is posed. I've even tried teleporting him back down while posed, with no effect. He just wants to float.
Why? And what can be done to get him to pose lying down on the ground?
Edit: I just tried it without Creature Scale, and unless the burrick gets hung up on something, he ends up on the ground as desired. So Creature Scale is the likely culprit. What to do?
Yandros on 30/8/2017 at 20:07
A couple of things come to mind.
1. Run the burrick mesh through the old meshscale tool so you don't have to use Creature Scale in Dromed.
2. Actually let the burrick die, then remove the death props after a timer expires. I have no idea if that will actually work, though, I've never tried. I think the first option is much easier.
LarryG on 30/8/2017 at 20:21
I'll give it a try. IIRC meshscale needs an e file and the .map and mjo files for the creature type ... so I can take my .bin create the e, run that through meshscale and the result through meshbld. What the heck. I tried taking the 3ds file, scaling it (includin the limit planes), and then rebuilding the bin, and meshbld just crashes doing that.