clearing on 12/3/2008 at 07:16
In The Den by Gaetane I saw suspicious guard when I open secret.
ghost_in_the_shell on 12/3/2008 at 07:49
Quote Posted by Zontik
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.
Did you applied the patch Winter Cat mentioned? It should fix the crashes under XP :confused:
Zontik on 12/3/2008 at 10:56
I'm going to try tonight. The even more interesting feature of this patch is that it removes the *.TGA warning from DromEd.
Winter Cat on 12/3/2008 at 13:57
Quote Posted by Zontik
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.
This crash actually occurs not because the Thief is old game, otherwise that crash would occur in DromEd1, but it doesn't. The reason is that in DromEd2 LGS updated Broadcast Customization property with some new sound concepts, but forgot to implement one, "getbowman" that is, so because of error in the code the property became corrupted. I think because of that in T2 also appeared (
http://www.ttlg.com/forums/showthread.php?t=114035) schema bug, as schemas are closely related to concepts.
Zontik on 14/3/2008 at 06:51
Well, I used HighlySuspicious scripts and it works perfectly. But the dark side of this method is the following: I cannot separate dutied between AIs - all they act one way. I can't make one AI to light gas lamps and make another close doors (for example) at the same time.
Or I can?
I think I really have to understand how the Suspicious responses work, this way is harder but more flexible.
R Soul on 14/3/2008 at 14:03
For individual responses, you could have a marker teleported into place, and give only the relevant AI an AIWatchObj link to it.
E.g. with a door:
Place a TeleportTrap (TP1) near the door, and another TeleportTrap (TP2) in some place that the AI cannot see into.
Give both TeleportTraps a CD link to the marker
Give the door the TrigDoorOpen script, then a CD link to TP1, and another CD link to an Inverter.
Give the Inverter a CD link to TP2.
When the door opens, it'll send a TurnOn message to TP1 and the Inverter. TP1 will respond by placing the marker at its location. The Inverter will respond by sending a TurnOff message to TP2, but TeleportTraps don't do anything with TurnOff.
When the door closes, it'll send a TurnOff to TP1 (which won't do anything) and to the Inverter. The Inverter will then send TurnOn to TP2, thus moving the marker away.
I think torches also send TurnOn/TurnOff messages when they're doused/relit, but I'm not certain. Test by giving a torch a CD link to something (door/lever etc).
john9818a on 15/4/2015 at 05:59
Now I'm having a problem with AIs noticing torches. I have three AI in a conversation. When one of the AI walks near a torch and notices it was doused, the conversation ends. I've tried removing SuspiciousReactions script from the -14 Human archetype, and they still notice the torches. I also cleared out all of the fields in the Suspicious Response in the -1330 Guard archetype, but all that does is suppress the response. The AI is still noticing the doused torch and stops the conversation.
After removing the SuspiciousReactions script I saved the gamesys and mis, exited and restart Dromed, and reloaded my mission only to get the same result. I really don't want to have to change out my torches for electric lights so is there something I missed?
FireMage on 15/4/2015 at 11:34
Normaly, when an AI is noticing a doused torch, he enters in an alert 1. To prevent such alert to spoil your conversation, you may go into your conversation propertie. You'll see in this one the different steps, AND the ABORT Step, and the ABORT Conditions which are completely independant from the other step.
In the Abort Condition, you can define the priority of the cancelling and the alert level to cancel. And then, you can do a conversation that nothing will screw it up or harder to interupt. As a security, you can play with the abort step and do that if the conversation is cancelled, your guys will do what they might do unless the player's interferance. You can even do that something noisy happen in the conversation, and do in the abort condition that your guys will finaly calm down instead of taffing away. ^^
Of course, the doused torch still alerting the AI, but won't interfere with your conversation! ;)
R Soul on 15/4/2015 at 14:23
You can also arrange the other light sources so their light doesn't hit the torch object. An AI won't respond to a doused torch if he cannot see it due to it being too dark.
john9818a on 15/4/2015 at 19:07
Thanks Firemage I'll check that out. Robin I thought about that and it works in most cases in my mission however there is lightning in my mission and would not have the proper effect if the flash of light didn't reach the wall where the torch is located.
I thought somewhere there was an 'Ignore torches' or 'notices torches' somewhere but I guess not.