Can't you just add Engine Features > Suspicious: {False; torch; 10} or some such setting to the concrete torches you don't want to be suspicious? I thought that would do it.
) HighlySuspicious, you can customize the suspicious reactions. With that you use a SusParm.str file which defines the suspicious parameters for your mission/campaign. This is what I used for Finals at the Academy:
Quote:
//
//Customized for Keeper Academy
//
// the factor for an object will be reduced by (time/fade_time)*0.01
// if fade_time is zero, then no factor adjustment will be made
fade_time: "5s"
// for each alert level, if the sum of all suspicious links exceeds
// the threshold, the alert level will be raised
alert_level_3: "6.0"
alert_level_2: "5.0"
alert_level_1: "3.0"
// the time after which the alert level is relaxed.
// the level is lowered one level then the time for that level takes effect
// the default is 10 seconds for each level
alert_time_3: "20s"
alert_time_2: "10s"
alert_time_1: "5s"
// "type" is actually the name of the suspicious type
// with "glass" being used for objects that descend from "Windows"
// "banner" for "ExBanner" and "rope" for "RopeArrowRope"
// the base factor for a suspicious type
// the all these factors are added together
//type_factor
// this is multiplied by the number of other suspicious links of any type
//type_factor_others
// this is multiplied by the number of other suspicious links of the same type
//type_factor_similar
// a random factor
//type_factor_random
// how to react if the total factor for a type is greater than 1.0
// raise the alert level. The time is taken from the global setting
//type_alert
//type_alert_time
// goto the object and frob it. An Owns link will be created to prevent other
// AI from reacting to the same object, and the suspicious property will be checked
// again before frobbing
//type_frob
// add an AIWatchObj link to the object. the link will be removed a number of seconds
// later (or not at all)
//type_watch
//type_watch_time
// this is specific to gaslights. the gaslight will only be frobbed if it is turned off
// and should be turned on. Any other non-null value will make the light be frobbed
// unconditionally
//gaslight_frob: "on"
// These settings are custom to KA
//gaslight_frob: "on"
gaslight_watch: "true"
gaslight_watch_time: "3m"
gaslight_factor: "0.33"
//gaslight_factor_random: "1.0"
//gaslight_factor_similar: "0.1"
//
// These settings are original
door_frob: "true"
door_factor: "1"
door_watch: "true"
door_watch_time: "5m"
//
lock_frob: "true"
lock_factor: "1"
lock_watch: "true"
lock_watch_time: "5m"
//
glass_factor: "1"
glass_alert: "2"
//
banner_factor: "1"
banner_alert: "2"
//
missingloot_factor: "1"
missingloot_alert: "2"
//
blood_factor: "1"
blood_alert: "3"
//
rope_factor: "1"
//