sNeaksieGarrett on 7/7/2013 at 23:25
So I tried following Framed, except in my case I need it to where knocking out any AI in Expert
alone will cause a failure. I tested it in dromed and after knocking out an AI, I check the objectives screen. Two of my objectives get red X's, but the new objective I added for expert ("don't knock out anyone!") does not get a red X, and neither does my first objective. I did not make any qvartriggers or qvartraps to make this work, I just loaded miss4.osm.
My objectives are:
Code:
fiction_0: "A mechanist guards the door. In order to get through, you will have to KO or kill him."
text_0: "KO or Kill the mechanist by the door."
fiction_1: "In order to continue, you must find something that will open the door to the secret passage."
text_1: "Find the torch to open the passage."
fiction_2: "Find all the loot and take it for yourself! (BONUS)"
text_2: "Get all the loot! (BONUS)"
fiction_3: "Kill the boss in order to complete your mission."
text_3: "Kill the boss."
fiction_4: "Do not knock out anyone!"
text_4: "Do not knock out anyone!"
Fiction 0 does not get a red X (I also tested it by creating a new AI for Expert that does not trigger the objective when he gets KO'ed just for sure)
Fiction 1 and 3 get a red X (fiction 2 isn't shown in-game)
Fiction 4 does not get a red X
My quest data list:
[ATTACH=CONFIG]1727[/ATTACH]...
[ATTACH=CONFIG]1728[/ATTACH]
Xorak on 7/7/2013 at 23:57
I didn't go looking to see how they did it in Framed, but here's an easy solution:
On all the AI, put a knockout stim linked to a switch. Thus when they're knocked out, it turns that switch on. That switch is linked to the Qvar which causes the objective to fail.
On easy and normal you destroy the switch.
R Soul on 8/7/2013 at 00:05
I wouldn't recommend using the Knockout stim, because that gets received even when the AI isn't knocked out (e.g. when you're being attacked and try in vain to use your blackjack).
I suggest using the script TrigBrainDead (on the AI) with a CD link to whatever things you want to trigger.
sNeaksieGarrett on 8/7/2013 at 01:57
But how do you force it to fail rather than check off? I CD linked the guard to the trap, but it checks it off instead of failing. (=1:goal_state_4)
Nevermind, I answered my own question.
sNeaksieGarrett on 8/7/2013 at 02:24
New problem. Because I am using TrigBrainDead, this is causing the AI to trigger the fail state whether he's knocked out or KO'ed. (goal_state_4) In addition, I need it so that if he is killed, the first objective (kill the guard) is checked off and the mission can still continue.
MysteryMan on 8/7/2013 at 05:03
Quote Posted by sNeaksieGarrett
New problem. Because I am using TrigBrainDead, this is causing the AI to trigger the fail state whether he's knocked out or KO'ed. (goal_state_4) In addition, I need it so that if he is killed, the first objective (kill the guard) is checked off and the mission can still continue.
On your no knockout objective, just use a no type with reverse, =3:goal_state_4, just don't link the mechanist to it,but link all of the other ai to it using TrigBrainDead. Instead, link him to a no type =1:goal_state_0 using TrigBrainDead, and TrigSlain. If he is knocked out or killed, he sends a turn on to the Qvar trap and completes goal_0. This won't fail the mission!
Mechanist(TrigBrainDead and TrigSlain)---Cd-->Qvar Trap-NoType =1:goal_state_0
All other ai(TrigBrainDead)--Cd--->Qvar Trap-NoType-Reverse =3:goal_state_4
If you are editing an OM beware that using an .osm from another OM may cause conflicting conditions of victory. If you look in the .mis file you will see that the .osm originally used is hard coded. In other words, that .osm may create bugs in your objectives. Qvar Triggers and Traps are the most reliable to use for objectives.
sNeaksieGarrett on 8/7/2013 at 14:57
Thanks, but what about if I wanted the mechanist to not be KO'd? Is there a Trig KO or something? I was going to include him in the "don't knock out anyone!" goal. The problem with TrigBrainDead is that it includes both KO and kill, so if I hook him up to goal 0, it still will let me KO him which I don't want. If I use TrigSlain, then when I KO him it won't fail the objective.
MysteryMan on 8/7/2013 at 16:20
Quote Posted by sNeaksieGarrett
Thanks, but what about if I wanted the mechanist to not be KO'd? Is there a Trig KO or something? I was going to include him in the "don't knock out anyone!" goal. The problem with TrigBrainDead is that it includes both KO and kill, so if I hook him up to goal 0, it still will let me KO him which I don't want. If I use TrigSlain, then when I KO him it won't fail the objective.
According to your goal_0, you state either knock him out or kill him. That is in conflict,but can be dealt with using the qvars I wrote in my last post.
My point was, that if you cd link him with both scripts the goal will be completed, and the mission will continue knocked out, or dead.
sNeaksieGarrett on 8/7/2013 at 16:28
Yes, that's my fault, sorry for the confusion. That was the original goal (goal 0: KO or kill), but that should only be valid on Normal and Hard. On expert, it should just say kill him. In my experience, using TrigBrainDead is the same thing as TrigSlain, except for it includes KOs. That's a problem.
I used your idea and it works(linking all AIs to the fail objective), but it doesn't take into account not being able to KO the one mechanist on expert. I guess it's easier to just keep it the way it is and make him an exception, then put and "except" note on the "don't knock out anyone" objective.
MysteryMan on 8/7/2013 at 16:44
Quote Posted by sNeaksieGarrett
Yes, that's my fault, sorry for the confusion. That was the original goal (goal 0: KO or kill), but that should
only be valid on Normal and Hard. On expert, it should just say kill him. In my experience, using TrigBrainDead is the same thing as TrigSlain, except for it includes KOs. That's a problem.
I used your idea and it works(linking all AIs to the fail objective), but it doesn't take into account not being able to KO the one mechanist on expert. I guess it's easier to just keep it the way it is and make him an exception, then put and "except" note on the "don't knock out anyone" objective.
For normal, hard, use Destroy 2, on the knockout qvar, so it doesn't fail the mission if you are using a notype, reverse objective. Qvars only.
For Expert Qvar use Destroy 0,1 so that your objective will fail if they knock him out.