Caradavin on 1/12/2014 at 04:07
OK, I got her to follow me using FireMage's method. I'm not sure what changed since the last time I did it (Well, I changed her metaproperty from GoodGuy to NonHostile). The problem now is that she takes forever because she gets busy "investigating." I can very slowly get her to follow me halfway, but when I get to a part that is dark, she won't go in because she can no longer "see" what she is following. It is a tunnel but it is tall enough for her to walk in (without crouching). I will put lights up and see if that helps. I tried turning off Investigate but then she wouldn't follow. Is this my only option, to have her slowly follow me, stopping to walk in circles and investigate along the entire way? I hate to complain, but I was kinda hoping for a follow like Basso in the first T2 mission (on his way TO guinevere).
LarryG on 1/12/2014 at 06:18
There's a special set of scripts in the mission which control the action. These I think are the relevant ones for that scene:
Quote:
WhistleCall[INDENT] miss1.osm 2
Responds to FrobInvEnd. Looks for a ScriptParams link from this object where the distance between it and the destination is no more than what is specified in the data of the link. Will signal the destination object with GoTo and mark objective 0 as "complete". Does nothing if the objective is already complete.[/INDENT]
Basso[INDENT] miss1.osm 2
Manages the behavior of the AI Basso in the Thief 2 mission "Running Interferene". Actions are controlled by a Timer message with the name Think. When the Timer is set, the Original Location of AI\State\Idling: Origin is set to the current position. When it expires, the script looks for a Route link from the object. An AIWatchObj link will be created to the destination of the Route link, and the AI\Responses\Signal response property will be copied from the destination object to this one. The AI is signalled with GoTo and a think timer is set for 5 seconds. The Route link will be re-read when the script receives a GoTo message. An initial think timer of 11 seconds is started when Sim starts. If objective 0 is incomplete when the timer expires, and the object GatehouseDoor is between this object and the Player, then GatehouseDoor is locked and the Engine Features\KeyDst property from the object named FrontGateRight is copied to it. When the message StartPicking is received, all Route and AICurrentPatrol links from the object are removed, and the meta-property M-DoesPatrol is removed. A think timer of 11 seconds is set. On DoorPickSpoof, the object named JenivereDoor will play the schema lockpik and its joint tweq will be activated. On FinishPicking, the schema and joint tweq on JenivereDoor are halted and the meta-property M-DoesPatrol is added to this object. For StartJenConv, a think timer is set for 15 seconds. In response to GrabJen, the message FollowBasso is sent to the object named Jenivere and the Route link is re-read.[/INDENT]
Jenivere[INDENT] miss1.osm 2
When the script receives the message SeeBasso, a conversation will be started if there is an AIConversationActor link to this object. On FollowBasso, then 666 AIWatchObj links will be created from this object to the object named Basso. While adding the links, the meta-property M-Follow is added to the object; it is removed afterwards.[/INDENT]
JenDoor[INDENT] miss1.osm 2
Will play the voice-over schema gar0112 the first time it is selected in-world. The schema will not play if the door has been opened.[/INDENT]
GatehouseDoor [INDENT]miss1.osm 2
When unlocked, the properties Engine Features\Locked and Engine Features\KeyDst are removed from the object.[/INDENT]
Have you looked at the metaprop <code>M-Follow</code> does?
Xorak on 1/12/2014 at 08:13
Here's some tips:
Under the AI, Ability Settings, give the Investigation Style property and set it to Don't Investigate.
Under AI, AI Core, Vision Description, you can fiddle with the Night Vision flags to allow your AI to basically see in the dark and to even see a further distance than normal. Check out (
http://www.thiefmissions.com/targa/vision.html) this document to better get an understanding of which fields you need to adjust. Essentially though, if you give the Night Vision flag to every active Cone you might be good. You can also turn off the AI's ability to react to enemies here if you want.
john9818a on 1/12/2014 at 10:48
I don't recommend using a phantom because they tend to get stuck inside walls.
Nameless Voice on 1/12/2014 at 11:51
Quote Posted by Caradavin
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.
Did you tick Don't Inherit?