SneakyGuy101 on 24/12/2014 at 08:30
So I'm making a fun little mission where Garrett's goal is to knockout a bunch of noisy drunkards :joke:
So I wanted to know how to make a knockout objective.
The way I want it to work is, is that you'll have to knockout a certain amount of AI's and once that is done the objective will be complete. So I wanted to know if it was possible and how to do it?
fibanocci on 24/12/2014 at 08:57
Knockout Stim-->reaction-->RAT-->QuestVarTrap
Or a counter
Knockout Stim-->reaction-->Counter (for example TrapThreshold, a tnhscript)-->QuestVarTrap
R Soul on 24/12/2014 at 14:59
Bear in mind that an alerted guard will stay conscious if hit with the blackjack, but receptron effects for the Knockout stim will still happen.
Yandros on 24/12/2014 at 15:31
R Soul is right, you can't use a Knockout receptron for this.
1. Make a new stim.
2. On the M-KnockedOut metaproperty, add a source for this stim which fires once with a short rate, like 10 msecs.
3. On the Human archetype, add a receptron to the stim to frob a button (by custom name, not by object number).
4. Link the button to a (
http://dromed.whoopdedo.org/tnhscript/trapthreshold) TrapThreshold with the threshold set to the number you want.
5. Link the TrapThreshold to a QVTrap which will complete the goal.
Edit
You might also try simple making a QVTrigger linked to a QVTrap, and set the trigger to fire when the DrSKNockout qvar >= your threshold. That should work.
SneakyGuy101 on 24/12/2014 at 15:39
Quote Posted by Yandros
R Soul is right, you can't use a Knockout receptron for this.
1. Make a new stim.
2. On the M-KnockedOut metaproperty, add a source for this stim which fires once with a short rate, like 10 msecs.
3. On the Human archetype, add a receptron to the stim to frob a button (by custom name, not by object number).
4. Link the button to a (
http://dromed.whoopdedo.org/tnhscript/trapthreshold) TrapThreshold with the threshold set to the number you want.
5. Link the TrapThreshold to a QVTrap which will complete the goal.
Edit
You might also try simple making a QVTrigger linked to a QVTrap, and set the trigger to fire when the DrSKNockout qvar >= your threshold. That should work.
Whoa :o That sounds really confusing, could you explain in greater detail?
R Soul on 24/12/2014 at 15:48
You can use object IDs in receptron fields. If every AI in the mission is a drunkard then you can use the DrSKNockout method.
The receptron method is necessary if there are other AI who are not included (e.g. patrolling guards). The effect, rather than frobbing a button and using TrapThreshold, can be to add 1 to a qvar. Then you simply need a QuestVarTrigger (monitoring the 'drunk' qvar) linked to a QuestVarTrap that completes the goal.
Random_Taffer on 24/12/2014 at 15:55
As an aside, this sounds like a pretty great and hilarious mission idea!
Good luck, sir.
SneakyGuy101 on 24/12/2014 at 15:57
What if I were to make it be just 1 AI that sets the objective off? By that I mean that i would have this AI behind a locked door and you would get to this AI last. How would I do it if there was only 1 AI to set it off? I just need to have something faster and less confusing because this mission is Christmas themed and needs to be released ASAP since Christmas is literally just around the corner and I wanted to give a little gift to TTLG :)
R Soul on 24/12/2014 at 16:59
That would be no less easy. If you can get one AI to respond to being knocked out, you can get 5, 10 or whatever.
The proper way isn't confusing and doesn't take a long time. If all the AI in the mission are drunk, do this:
QuestVarTrigger. Trap > Quest Var property:
>X:DrSKnockout
(X is the target number)
Give it a CD link to a QuestVarTrap. Quest Var property:
=1:goal_state_Y
(Y is the goal number)
You can vary the target by difficulty. Have three QuestVarTiggers with different X values. Use the Difficulty > Destroy property to remove each one from the difficulty levels it should not apply to.
-----------
If you have sober people whose knockouts should not be included, it would be wise to say so and I or someone else can post instructions.
SneakyGuy101 on 24/12/2014 at 17:29
Quote Posted by R Soul
That would be no less easy. If you can get one AI to respond to being knocked out, you can get 5, 10 or whatever.
The proper way isn't confusing and doesn't take a long time. If all the AI in the mission are drunk, do this:
QuestVarTrigger. Trap > Quest Var property:
>
X:DrSKnockout
(X is the target number)
Give it a CD link to a QuestVarTrap. Quest Var property:
=1:goal_state_
Y(Y is the goal number)
You can vary the target by difficulty. Have three QuestVarTiggers with different X values. Use the Difficulty > Destroy property to remove each one from the difficulty levels it should not apply to.
-----------
If you have sober people whose knockouts should not be included, it would be wise to say so and I or someone else can post instructions.
Okay I'll try it out, seems pretty simple to me now :cheeky: