Xorak on 30/11/2014 at 04:49
Can you get it to work before you do any teleporting? That might be a good first step to see where the problem occurs.
darthsLair on 30/11/2014 at 05:03
A good recommendation for an example would be "Saints and Thieves" The player would frob the children, then they would follow Garrett to a safe place going back to the city.
(
http://thiefmissions.com/m/SaintsAndThieves#m) http://thiefmissions.com/m/SaintsAndThieves#m
Go to the warehouse, then down in the cellar. You should find the children being held captive in a cell.
john9818a on 30/11/2014 at 05:38
I don't know how helpful this would be, but in my Halloween Contest 2013 mission Invasion I had a haunt girl AIWatchObj to herself and simply told to go to 'player' and since the link never expired she kept going to the player throughout the whole mission.
GORT on 30/11/2014 at 06:41
OK. Here's a way I would do it. Remember the video I did with having Garrett following Saria? Basically, I used a button that would trigger the conversation.
But the conversation would look like this:
Actor One
Script
Arg.1: SendMessage
Arg.2:Follow
With the NVScript, this will make that AI actor with the ConvEnhancer script to start follow the player.
To make the AI stop, put in StopFollowing instead of Follow.
Hope that helps. :thumb:
FireMage on 30/11/2014 at 11:52
I found better!
Create a phantom, send him the link: AIWatchObj to himself:
Self Entry
Absolute
Radius 256
Height 256
Do not change anything about alertness ect.
Reuse Delay 0
Reset Delay 0
Response 1
Goto object
Player
VeryFast
--
Then edit your fantom's properties.
Creature: Timewrap: Set to 0.1
Schema: ClassTag: Replace with Null
Speech: Voice: Replace with Null
Render: RenderType: Not rendered
--
Now, something invisible will stalk you! Because it has no physics, no collisions problem, you can play peacefully :cool:
Then, now select your desired follower:
Add him the link AIDefendObj: From himself to your player_stalker(the phantom) and set the way it will follow it! :)
Because with AIDefendObj, AIs follow the obj that they must protect until they reached the defined radius, it will not be sticked to you, and will go where he can go! ^^
You don't want him to follow you at some point? Easy thing to do! Just put a trigger (bounce trigger for exemple) that will teleport your player_stalker in a blue room ^^ (An air brush that you cannot reach). Because the follower will be unable to reach that he must protect he will stay where he is ^^
If you want him to follow you again later, then, you just have to do the same thing, but this time to teleport it from the blue room to you! ;)
I tried it, and it worked perfectly!
Better than I hopped: The follower can fight without any problem and continue to follow you when the fight is over! :)
The teleporter can be used with an object in your inventory that use the teleporter receptrons with the stimulis that can make you able to ask your follower to follow you or not as you wish to!
Caradavin on 30/11/2014 at 22:01
I tried all the suggested methods (thanks!), but none of them worked. I am testing them in a testing.mis and loaded all necessary scripts. All the methods I tried resulted in the same thing - the follower just stands there. I can't frob her like a button either, even though she has the StdButton property and frobinfo of Script. :sweat:
darthsLair on 30/11/2014 at 22:54
Quote Posted by Caradavin
I tried all the suggested methods (thanks!), but none of them worked. I am testing them in a testing.mis and loaded all necessary scripts. All the methods I tried resulted in the same thing - the follower just stands there. I can't frob her like a button either, even though she has the StdButton property and frobinfo of Script. :sweat:
The problem using the stdbutton script on an ai, is that other ai's will frob it.
Saints and Thieves had a perfect working system.
Nameless Voice on 30/11/2014 at 23:27
Do you have aiawareofplayer enabled? Because that blocks AIWatchObj links.
CorpseFrobHack will prevent a living/conscious AI from being frobbable. You need to set the FrobInfo on the concrete object.
Caradavin on 30/11/2014 at 23:48
Saints and Thieves uses the StdButton property on the kids. I will keep looking at the mission, but it's complicated trying to figure out what is for that and what is for something else. I'm having trouble singling out the markers, too - there's just so much stuff. From what I can surmise, I have the correct properties on the follower (StdButton and NVConvEnhancer). However, Saints and Thieves has some other scripts on the character that I'm not familiar with and I assume they have to do with a different action.
No, I don't have awareness off. I took off all scripts but the two I inserted so that Corpse property would be gone, right? If not, what do you mean I need to set FrobInfo on the concrete object? I have it set on the follower.