Yandros on 28/7/2013 at 01:57
That's cool, although the instant-lie down on the kill looks odd. Instead of the player's proximity, though, being awoken by a comrade coming close by would be great, and would make the player more sure they hide bodies well.
john9818a on 28/7/2013 at 04:01
I tested this using parts of kdau's method on a guard I killed with a broadhead arrow:
Using set game_mode_backup 0
1 - changed mode from "dead" to "normal."
2 - restored hit points to a positive value.
3 - Removed M-NoPingBack metaproperty.
4 - Added AI -> AI Core -> AI and left the box blank. The box was auto-populated with "default."
In this case I didn't have to change anything related to physics. As I went back into game mode the guard started searching for me because it still had awareness links on me and had high alert status. Last night I tried adding every parameter I could think of that is a part of the guard, but what I didn't do was add AI -> AI Core -> AI with the box blank. I had added human with sword which had no effect.
kdau on 28/7/2013 at 08:02
Quote Posted by john9818a
I tested this using parts of kdau's method on a guard I killed with a broadhead arrow:
Good to know it works on the dead as well. :ebil: After slaying, there might be additional changes to contend with. There's a "resurrect" method in the script services, but I suspect all it does is remove the Death Stage property (need to test).
Quote:
In this case I didn't have to change anything related to physics.
Was the guard able to collide with you after he was reanimated? There might be a difference in the physics changes between a KO and a kill.
Quote:
...it still had awareness links on me and had high alert status.
The alert is to be expected; it could be fixed with a temporary M-AlertCapZero, though I feel being brought back from the dead should alert someone at least a little. :cheeky: The awareness links should have been downgraded to insignificance by ShutUpYerDead, but the alert might have masked that. (As an aside, that same script permanently prevents the AI from using any contained healing potions. Which is a shame, because they could really use one at that point!)
Quote:
I had added
human with sword which had no effect.
Ah, yes. The engine checks for an actual change in the text of the property, not just for the property having been touched. (Presumably because of the high cost of resetting the entire AI representation.)
sNeaksieGarrett on 4/8/2013 at 02:41
MysteryMan, could we modify this setup to where the AI would just wake up regardless of the player being "in range?" What I mean is, have it set up to where the AI wakes up after X seconds, rather than wake up like a zombie does when you get near.
MysteryMan on 4/8/2013 at 02:54
Quote Posted by sNeaksieGarrett
MysteryMan, could we modify this setup to where the AI would just wake up regardless of the player being "in range?" What I mean is, have it set up to where the AI wakes up after X seconds, rather than wake up like a zombie does when you get near.
Yes, just by using the timing feature in the aiwatchobj dialogue. You can also adjust the distance from the ai for the player to intrude to wake it up, so it will wake up without the player noticing it. The way it is working now, the player can keep the ai in a vision field, and walk near it without waking it up until a larger radius is reached by the player intrusion. There is also some NVscript that may work in conjunction with M-Possum.
Edit: I will dig up the files again, and play around with it, and let you know if timing through the aiwatchobj works,but M-Possum works only with the following written by Telliamed.
ZombieRegen
gen.osm 1/G/2
Controls the "possum" characteristic of zombies. On Damage, the Game\Damage Model\Max Hit Points for the object will be reduced depending on the type of damage received. If the damage is from a HolyStim or FireStim, or the culprit of the damage is a type of Hammerite (Thief 1/G) or Mechanist (Thief 2), then the max hit points is reduced by the amount of damage taken. If the damage type is LightBright, it is only reduced by half the damage. Otherwise, it is not reduced. When Slain, if Game\Damage Model\Max Hit Points is less than or equal to zero, the Game\Damage Model\Slay Result will be set to Normal and the meta-property M-ZombieParts is added. If the object is a descendant of HammerZombie, then M-HamZombieParts is added instead. If the maximum hit points is positive when killed, then the zombie is resurrected (state set to normal and hit points to maximum) and the signal Possum is sent to itself. If the type of damage that killed the zombie was a WaterStim (i.e. it drowned), then it dies normally. If the Player collides with the zombie, then it is woken up. It will also wake up when it receives a Resurrect message. It wakes up by removing the M-ZombiePossum meta-property and removing any AIWatchObj links from the object to itself. The script also responds to the message Possum? with "0" if the M-ZombiePossum meta-property is on the object, and "1" if it isn't.
A zombie in the "possum" state has the meta-property M-ZombiePossum (which sets the correct creature pose), and an AIWatchObj link to itself. The correct settings for the link are in the AI\Utility\Watch: Watch link defaults of the meta-property. If you add the meta-property before creating the link, then it should initialize with those values.
sNeaksieGarrett on 4/8/2013 at 03:44
Hmm, I see. So you basically used the way the zombies re-awaken themselves and re-purposed it for a blackjack hit instead of a sword hit.
Couldn't you change his AIWatchObj to Self-entry, or would that not work? Maybe a conversation could get triggered once the guard "dies" instead of using AIWatchObj?
MysteryMan on 4/8/2013 at 16:30
Quote Posted by sNeaksieGarrett
Hmm, I see. So you basically used the way the zombies re-awaken themselves and re-purposed it for a blackjack hit instead of a sword hit.
Couldn't you change his AIWatchObj to Self-entry, or would that not work? Maybe a conversation could get triggered once the guard "dies" instead of using AIWatchObj?
SelfEntry doesn't seem to work. Maybe changing the Add Metaproperty to alter the M-ZombiePossum,although, from what I have read, that may be a hard coded script using Resurrect.
We may have to wait for a better Resurrect script.
FireMage on 4/8/2013 at 19:41
Hey!
I have done such thing with sucess!
Only with Gen & Convict scripts.
I used the stimulis, some metaprops and normal properties with a necromancer who ressurect all fallen allied.
I don't really remember how I did it, but
I have created some metaprops with the status Normal.
And used with special stimulis: "Clone Properties" and targeted that the metaprops's propertiy will be cloned by the killed enemy.
Although, I got ONLY ONE problem: If you care once time the corpse, when the guy will be resurected, his chest will be sticked on the floor...
So I have done that i you care the body, the effect can't be triggered. I'll publish a video. Maybe to show you the result.
know that with my method: the guy is REALLY AND OFFICIALLY DEAD. All Ais who are not necromencer will consider it as a murder.
EDIT: HWG:
From an OOOOLLLLLDDDD pot-pourris....
(
http://www.dailymotion.com/video/x12oowx_dark-project-et-les-effets-de-dromed-thief-dromed-s-effects-effet-de-reanimation-revive-effect_videogames)