sNeaksieGarrett on 8/7/2013 at 17:28
Thank you!:thumb:
EDIT:
Actually, it doesn't work right. Now I have a different issue. If I knock out the mechanist on expert, it fails goal 4 (yay!) but if I kill the guard, it still fails goal 4. It should only fail goal 4 if he's knocked out. Looks like CD'ing to a qvartrap isn't going to work properly in this situation, unless I just let this pass.
Also, how do I force the game to show the skull and crossbones after using qvartraps to make all objectives failed?
MysteryMan on 9/7/2013 at 04:13
Quote Posted by sNeaksieGarrett
Thank you!:thumb:
EDIT:
Actually, it doesn't work right. Now I have a different issue. If I knock out the mechanist on expert, it fails goal 4 (yay!) but if I kill the guard, it still fails goal 4. It should only fail goal 4 if he's knocked out. Looks like CD'ing to a qvartrap isn't going to work properly in this situation, unless I just let this pass.
Also, how do I force the game to show the skull and crossbones after using qvartraps to make all objectives failed?
Okay, then this way should work:
Remove the TrigBrainDead from your mechanist, then use a knockout receptron to frob a button cd linked to the qvar trap =3:goal_state_4 This should insure that the goal will fail if you knock him out. It should not fail the mission if he is killed, because the TrigSlain script only sends a turn on when the object is "Slain" Make sure that the mechanist is not cd linked to the qvar trap =3:goal_state_4
If he is killed first, there was no knockout stim to trigger a button to fail the mission.
If he is knocked out, using the TrigSlain script the turn on will not occur unless he dies,and the knock out stim will trigger the button to fail the mission.
If he is killed, The TrigSlain script with him cd linked to the qvartrap =1:goal_state_0 will complete the goal so the game will continue. goal_0 kill the guard to get through the door.
Edit: to simplify:
Mechanist with[ knockout receptron--->frobs button---Cd linked--->qvar trap =3:goal_state_4
No cd links from Mechanist to qvar trap =3:goal_state_4, and no TrigBrainDead script.
Mechanist with TrigSlain--->Cd linked--->qvar trap =1:goal_state_0 to complete goal_0 kill the guard to get through the door.
Another way, and thats if the Mechanist is the exception to the no knockout rule, just simply leave the TrigBrainDead, and TrigSlain on him as you originally did, but don't cd link him to the qvar =3:goal_state_4, but cd link him to qvar =1:goal_state_0 to complete the goal. This way, if he is knocked out, he will send a turn on to complete goal_0, and if he dies, goal_0 will complete.
As far as the death.avi playing, do your movies play in the original missions? If not, then you will have to make sure that your machine is equipped with IndeoCodec 4.5 or 5.0 Somewhere here in the forums is also a handy .cmd you can make to force them to play, if the codec is not a problem on your machine.
sNeaksieGarrett on 9/7/2013 at 05:32
No no, I meant how do I make the mission actually fail and trigger the death avi? Currently, I've got it set to where all objectives get an X but the game continues going as if nothing happened. I'm trying to figure out how it is that a mission would send you to the post game screen/death avi if you've failed objectives.
Also, thank you for the help, I think I've got the knockout goal sorted out now.
MysteryMan on 9/7/2013 at 05:55
Quote Posted by sNeaksieGarrett
No no, I meant how do I make the mission actually fail and trigger the death avi? Currently, I've got it set to where all objectives get an X but the game continues going as if nothing happened. I'm trying to figure out how it is that a mission would send you to the post game screen/death avi if you've failed objectives.
Also, thank you for the help, I think I've got the knockout goal sorted out now.
Okay, but when the mission fails, the engine automatically takes you to the post game:death.avi
Like a cutscene? As long as you have reverse on the notype goals, and are playing it through Thief2, it will end the game, but first plays death.avi. The game must end before the death.avi plays. It won't end in dromed.
sNeaksieGarrett on 9/7/2013 at 14:52
Woops, I see why now. I forgot that with the toolkits for dromed the game does not end by default. I turned that setting off just to test and it took me back to the main menu after blackjacking the mechanist.