Zontik on 11/3/2008 at 11:00
Is there any advanced tutorial about Suspicious responces? Can't guess how to fill all these fields to make this responce work.
R Soul on 11/3/2008 at 13:39
I don't know if there is such a tutorial.
Perhaps you should say what effect you're trying to create.
Zontik on 11/3/2008 at 13:47
Well, I'll try. I want to make AI react to doused torches/gas lamps with playing sound/motion. It would be nice to make them also to responce to opened secret doors. I supposed that the "Suspicious responce" is the right way, but now I have doubts. Some fields in the "Steps" window are filled already, and I can't even imagine what to do with them: change, delete or leave as is.
And one more question.
Is the "Broadcast customisation" feature work in DromEd2 ?
Every time I try to add this property, DromEd crashes.
I can see this property on some of OM's characters, but when I try to open it, DromEd crashes again.
Was this property added in DromEd (in OMs, I mean) or there is any other way?
I use DromEd 2 ver 1.18. This feature works in DromEd 1.03, but DromEd 1.03 can't compute pathfinds.
ghost_in_the_shell on 11/3/2008 at 14:23
Telliamed's custom script called HighlySuspicious and some other scripts from his pack lets you customise suspicious reactions. I'm sure that you can get some sounds and motions as a reaction for doused torches and open doors noticed, I did some things like that in my mission The Box using Telliamed's scripts, so maybe check it out. Probably the way of using those scripts in The Box was far from perfection though, it was quite difficult to me then to figure out how all this things work. Some info on how I was setting things for those scripts are (
http://www.ttlg.com/forums/showthread.php?t=112753) here.
Winter Cat on 11/3/2008 at 16:01
Zontik
Quote:
Is the "Broadcast customisation" feature work in DromEd2 ?
That's known bug, it's even already known what made it to appear. (
http://www.thiefmissions.com/telliamed/d2v118_patch.zip) DromEd 2 Total Patch will fix that.
Quote:
This feature works in DromEd 1.03
Strange, for me it crashes.
Quote:
but DromEd 1.03 can't compute pathfinds.
It does compute pathfinding, but in a different format than T2 recognizes, because LGS just placed wrong version of editor for unpatched T2. Even unstripped missions are at more earlier stage than stripped ones shipped with T2 1.07.
Quote:
I supposed that the "Suspicious responce" is the right way, but now I have doubts. Some fields in the "Steps" window are filled already, and I can't even imagine what to do with them: change, delete or leave as is.
That's just a template, an example of how to use property. Response options have description of what to write in argument fields.
Quote:
I want to make AI react to doused torches/gas lamps with playing sound/motion. It would be nice to make them also to responce to opened secret doors. I supposed that the "Suspicious responce" is the right way, but now I have doubts.
You can also use Watch Links Default property as it was done in T1.
R Soul on 11/3/2008 at 17:19
I also think the HighlySuspicious script is the best way to achieve what you want.
Telliamed says it's a
replacement for SuspiciousReactions (which the AI already have). This suggests to me that the AI shouldn't have both of those scripts.
Install tnhScript, and load it into your mission. Also make sure the file 'SuspParam.str' is placed in your Strings folder.
Open that file, and add the following at the end:
torch_factor: "1"
torch_watch: "true"
The second one will tell the script to add an AIWatchObj link from the AI to and suspicious object whose suspicious type is "torch".
To explain that better, find the 'Torches' archetype, and look at the 'Engine Features > Suspicious' property. You'll see that the value of 'Suspicious Type' is 'torch'.
After you've saved the file, you'll probably have to restart Dromed so that it can detect the changes.
Open your mission, find the 'Human' archetype and
edit the scripts property. Replace SuspiciousReactions with HighlySuspicious.
Save the gamesys, and
set it to your mission if necessary.
To the torch (or the archetype if all torches are to be affected), add the property 'AI > Utility > Watch: Watch Link Defaults'.
(
http://whoopdedo.org/doku/dromed/property/ai_wtchpnt) Here is some info on that property.
Values:
Watch Kind: Self Entry
Radius & Height: 10
Line Requirement: Line of sight
Max alertness: 3
Link Kill: after completion
No Test Once Triggered: True
Reuse delay: 10000
followed by some actions... that's the other half of the problem...
john9818a on 11/3/2008 at 17:27
The AIs are already set up to react to doused torches. Actually the Suspicious Response property is set up to handle anything suspicious (torches, banners, flares, etc.) If you want something different to happen, add the Suspicious Response property and edit it like this:
Currently the first two sections in the Suspicious Response property box are filled in. The first one tells the AI to make a comment about the doused torch, and the second links the AI to the torch so that the AI doesn't repeat comments about the torch being doused.
Edit the fields so that everything you want the AI to do occurs first, and the 'second field parameters' occurs last.
The problem is that if you want the AI to relight the torch using the Suspicious Response property, it will only occur once. You should probably use Telliamed's scripts to get around this problem.
Winter Cat on 11/3/2008 at 18:04
I played about 80% of all fanmissions and among them wasn't the one where guards can relight torches? Is there one?
ghost_in_the_shell on 11/3/2008 at 19:10
Quote Posted by Winter Cat
I played about 80% of all fanmissions and among them wasn't the one where guards can relight torches? Is there one?
Try The Box :D
(actually you tried it, you betatested it for me :cheeky: But it is not said that you can't try again just to douse some torches :joke: )
Zontik on 12/3/2008 at 06:18
Winter Cat, how about "The Rogue's Honour" for T1 (if I remember correctly)?
When I tried to use Suspicious response, I was disappointed with syntaxis. For example, there is a field with item "SuspiciousObjectType" and another - "SuspiciousObjectType". What is the difference between? What to write there - ID#, number in hierarchy, name of object itself or maybe something with @ prefix?
The default argument in Step 2 is "Suspicious". Can't even guess what is it.
Maybe it will be wise really to use Tnhscript.osm instead.
About "Broadcast customisation": it seems to me I understand the problem. This feature works on every version of DromEd under Win98 SE and doesn't work under XP.
The bad thing. Thief becomes older and older.