Yandros on 18/12/2016 at 20:06
Unna's solution is the simplest by far. However you may want to set NVMetaTrapOn="TurnOff" instead of null, and not add the metaprop on the AI from the start. That way it will get added at the start, removed when you walk in, but then added back when you leave.
Unna Oertdottir on 18/12/2016 at 20:26
Quote Posted by Yandros
That way it will get added at the start, removed when you walk in, but then added back when you leave.
Yes, but the guy will be still upset although he's got his metaproperty back again. That's what happened it my FM. :erg:
Cardia on 18/12/2016 at 20:32
Thank you Robin, one can actually set the render type to "not rendered" , but yes it remains the sound problem, even if i´m out of their property they will act with suspicious...damm, how will i do this then?
maybe set the ai to Meta, awarness, link the roombrush to the ai creature to make him alert?
Cardia on 19/12/2016 at 07:30
i think i will use invisible barriers and reduce the ai hearing attributes.
john9818a on 23/12/2016 at 20:59
With the invisible barrier you could threaten the guard, and if he can't see you then he won't respond. That takes away from the realism of the game.
Is there a T2 script equivalent to the one used in Bafford's at the front door? I'm not home so I can't make references or research this.
R Soul on 24/12/2016 at 00:30
No scripts are needed. There's a marker by the archway in front of the guards. When the player is close to it, one of the guards plays a sound (warning the player to leave), waits, plays another sound, another delay, and then removes the metaprop from himself and the two others. The steps of an AIWatchObj link can only happen while the conditions (e.g. Player is close to the object, and can be seen by the AI) are true. If the player heeds the warning and leaves, the conditions become false and the actions cease.
The M-Front Gate Guard metaprop (and M-AlertCapZero) are already configured to be removed upon the AI seeing a raised weapon, or being alerted by another AI, etc.
That's all it is.