R Soul on 2/1/2015 at 00:46
It also allows for more flexibility than NVGhostingMessages, which sets a specific QVar.
We can now have many separate groups of AI, each with their own 'don't alert or harm' objective. Well, we could do that before too, but it required AIWatchObj links.
R Soul on 12/1/2015 at 00:43
I often use 'cheat' objects to make it easier to test things in Dromed. E.g. a set of buttons in my inventory that take me to important locations, give me quest objects, or reveal new goals without me having to read books or complete the usual 'trigger' tasks. I also have a basic set of arrows and tools, which is especially useful when I set up a loadout store.
Clearly these things need to be removed from the mission in Thief2, but it's nice to keep them in the editor. Difficulty > Destroy: 0,1,2 can be used, but not if a specific difficulty level needs to be tested in Dromed. Therefore it would be useful to have a script that deletes an object if the mission has been loaded by the game, but not the editor.
R Soul on 6/9/2015 at 22:49
Oh, it's me again. It could be useful to have a VO script that sent a SchemaDone message when it finished. The standard VOSounds script falls short in that regard. A SoundTrap (or its script) can be used in conjunction, but it adds complexity and the player could escape the sound's radius and trigger the message prematurely.