downwinder on 13/3/2017 at 01:12
i always wondered if it was possible to add a randomizer to fan mission key items ,so we all could get more replay value from missions
and yes i know some mission change things based on difficulty ,but would be nice to load a mission and have to really search it ,in order to complete it
what are your thoughts on that
ZylonBane on 13/3/2017 at 01:17
If you're suggesting a method to automatically randomize ANY mission's item placement, about 10 seconds of thought should have revealed how idiotically impossible that would be.
So I assume you're talking about something else.
Yandros on 13/3/2017 at 01:33
He did say "key items" so I assume he only meant the item or few items central to a mission's story. I don't know of any missions offhand that do that, although if I ever make a mission based on Clue, it will require it. DCE mission 2 is similar in a way: about a half dozen important items and many of the keys are placed differently by difficulty, so there are basically three different ways to play it. It's definitely the most traditional Thief playstyle mission in the campaign, though, which is probably why I did it there and not on the other missions.
Azaran on 13/3/2017 at 01:43
Somewhat related, if I'm not mistaken, Dark engine supports some kind of AI respawning (like in T3), but people don't use it much
Renault on 13/3/2017 at 02:12
There's some random effect in Broken Triad, where certain items in mission 1 show up in random locations at the start of the mission. But yeah, there's no way to do it unless it's specifically scripted for a particular mission.
ZylonBane on 13/3/2017 at 02:15
Quote Posted by Yandros
He did say "key items" so I assume he only meant the item or few items central to a mission's story.
Yes, but he also seems ("seems", because who can really tell with how he expresses himself) to be wanting an automagic plugin that would somehow identify "key" items and then somehow find sensible, accessible locations to move them to.
downwinder on 13/3/2017 at 04:02
you all get what i mean :) ,i guess it comes down to what is easyest,way to do it,i am sure one of the authors know a trick and with someone else knowledge maybe make something simple that does it?
would probably be better to have it build in for each mission then something separate,like some code where the author just picks a hand full of key items and slots them in code and the code does the rest in replays
john9818a on 13/3/2017 at 04:40
The First City Bank OM has a script that deletes random cameras and random patrolling guards so that the challenge is not the same every time. I'm sure it could be used for your quest items.
Unna Oertdottir on 13/3/2017 at 07:57
Yes, this is CameraKiller. It's a sort of a randomizer<code>.</code>
Quote:
<dl><dt id="camerakiller">CameraKiller
</dt><dd>miss7.osm 2 On <code>Sim</code> start, randomly selects a number of objects (intended to be cameras) that are linked to with <code>ControlDevice</code> and destroys them. When a camera is destroyed, it will also destroy certain linked objects: a type of <code>Turret</code> linked to with <code>ControlDevice</code>, a type of <code>Switches</code> linked from with <code>ControlDevice</code>, or any object linked to with <code>ScriptParams</code>. The number of cameras to destroy is determined by the quest variable <code>cam_kill_x</code> on expert difficulty, <code>cam_kill_h</code> on hard difficulty, and <code>cam_kill_n</code> otherwise. Nothing is destroyed if there is no quest variable.
</dd></dl>
The ScriptParams link can destroy any object.
downwinder on 13/3/2017 at 08:52
so maybe i had a good idea then :) it would give so much more reply for missions,of course walk through would not be as effective,maybe a way it only wokrs after first time through or a way to shut off for people that use walk through?