Dark Arrow on 23/9/2003 at 18:13
This is v1.0 of the ReSpawnPoint demo.
This demo has two ReSpawnPoints. The first one only creates swordguards and the other one randomly* creates a swordguard, a mechanist or a male servant. Both of these are set to spawn creatures each 5 seconds. The maximum number of spawned creatures is set to three, but the spawn points aren't exactly sticking to that count. The doors/emitters/buttons are meant to go in a blue room so try to avoid touching them (they are in the open for easy testing and tweaking). The bodies should disappear after two minutes.
I intend to create a tutorial for this, but currently real life is stopping me from doing it. Experiment and let me know if something doesn't work.
*I'm using a random relay, but it isn't made to work like I would want it to, so now it just picks one of the creatures and it won't pick that creature again unless all three have been picked.
You will need script.osm for the second respawnpoint.Download: (
http://koti.mbnet.fi/~darkar/demos_tiedostot/ReSpawnpoint.zip) ReSpawnpoint.zip
weadford on 23/9/2003 at 18:53
And it realy works...?A point for the source code!!!!:thumb:
Spike14 on 23/9/2003 at 21:21
I don't mean to complain or anything...
...you didn't say whether this demo was TDP, TG, or TMA...
...I imagine it's the lattermost...:( :cheeky:
Spike14 :thumb:
Bumbleson on 23/9/2003 at 23:16
I don't know if this is a bug, but both respawn points stopped working after a while. When the creature limit of 10 was reached, no new creatures appeared, even after the existing creatures had vanished. I may be wrong, but I think the "DestroyAfter2Minutes" metaprop is never added, because nothing stims the spawned guards, and thus the quest variable never gets decremented.
Seeing how you still use Rube Goldberg stuff for some tasks, I suggest you try to include more of the custom scripts instead. For example, consider replacing the emitter and the door with a retriggered timer* and a TrapStim (or a single TimedStimulator, depending on whether you need a constant or increasing stim intensity).
* A retriggered timer is a TrapTimedRelay initially triggered by a sim trigger. In addition to its target link it's also linked to a relay that links back to the timer.
Dark Arrow on 24/9/2003 at 18:20
It is for Thief 2, but the method should work for thief1 too. Wait for the tutorial.
Updated to v1.1
The new file fixes the following problems:
1. Tweaked the delete setting to destroy the object like the robot parts (30 seconds and offscreen).
2. The door now opens when Spawned is over 3 (not when it is 3).
3. Knocking out the spawned guys should now work right. There is still a problem with killing the guy after the knockout.
4.The guards don't get destroyed before getting killed/knockedout. How did this slip in? :p
The reason why I use doors is because I can easily see, if the game is still spawning AI's. It also allows for easy disabling of the system. I don't want the AI's to spawn when you are next to the point in a real FM (a RAT could also be used to disable the system).
Dark Arrow on 3/10/2003 at 14:30
(
http://koti.mbnet.fi/darkar/tutorials/ReSpawnTut.htm) ReSpawnPoint Tutorial
The tutorial is a newer version than the demo. Don't be surprised if something is made differently in the tutorial.
As said in the tutorial: This is for advanced dromed users, but I tried to make it as easy as possible, so a beginner could probably be able to do a respawnpoint.
Let me know if there are errors. Thanks to school my head has been a very chaotic place. :p
sNeaksieGarrett on 6/6/2013 at 17:36
Important Note: I do NOT want to use ANY custom scripts, because they are incompatible with the Thief 2 Multiplayer patch. I would use NVScript, but it does not work properly in multiplayer!
That said, I've followed (
http://koti.mbnet.fi/darkar/tutorials/ReSpawnTut.htm) Dark Arrow's tutorial but the problem is that I need it to only spawn a certain number of AIs rather than infinitely after a few seconds, and preferably only spawn them after the last one has been killed. I had this set up just fine with NVScript, but since I can't use that for multiplayer I'm having to resort to these complicated setups that use only the default scripts. Believe me, I'd rather use NVScript.
R Soul on 6/6/2013 at 21:15
Are all AI to respawn or just a few? The latter case is fairly simple to implement. There are some objects that are specific to each concrete AI (including a custom archetype), and that makes the first case more complex, but not insurmountable.
sNeaksieGarrett on 6/6/2013 at 22:32
I need only a few to respawn (say 3-5 AIs on one spawn point), but if it'd be easier to just turn off the respawning part of the setup (like for example stopping the emitter in Dark Arrow's demo from hitting the door) after a few times of them respawning that would be less ideal but would work too.
I was trying to test some way of forcing it to stop using a button and an inverter, but I don't really know what I'm doing exactly and it didn't work at all. If I put TweqOnOff on the emitter then it doesn't even allow the AIs to spawn on start. (I was trying to copy what I did for LOTP into this mission I'm working on, but in this case it's an actual emitterTrap rather than a steampuffspout that causes them to respawn every 5 seconds.)
R Soul on 6/6/2013 at 23:35
I didn't look at the demo mission and only skimmed over the tutorial. I took a different view about what should happen, so here is my demo:
(
http://catmanofiowa.com/RSoul/respawn_test2.zip)
In this one, there's a patrolling guard. If he's knockout out or killed, after 5 seconds he vanishes, and after 6 seconds a replacement is created. That process can happen up to 5 times. The final guard is not deleted. Is the multiplayer patch based on v1.18? My demo was made in NewDark, so it'll only load in that, but I don't think I used any new features for this.
DarkArrow's mission is a bit chaotic, but it seems that the aim is to ensure that there if there are fewer than X AI present, 1 AI will be created every Y seconds until the number of AI is back up to X.
If my implementation would be okay, I will explain how it works. If not, I'll see if I can modify the one from DarkArrow, but I can't promise anything.