Niborius on 10/5/2013 at 09:07
Hi everyone, I'm back from my vacation in New York, it was amazing :) Truly an unforgettable experience.
Tonight I dreamed about making Thief levels, and it actually made me come back to it again to finish my mission "Aurumpendo"
On Topic: I am trying to make these objectives for Thief 2 1.19:
Hard: Don't kill any humans
Expert: Don't harm any humans
(Suggestions on other Hard or Expert objectives are welcome)
I am unsure how to do this though, as the objectives don't appear in-game. It's been a while since I did this so I can't exactly tell what I tried, so I'm gonna have to do this part over again.
Who has experience with this? Thanks in advance :)
Xorak on 10/5/2013 at 09:30
This is how I'd set it up.
For the no kill objective: give every AI the TrigSlain script. Link them all with a ControlDevice to a single lever. The lever links to a RelayTrap, which links to both a QuestVarTrap and a DestroyTrap.
The QuestVarTrap causes the relevant goal_state to be flagged as incomplete.
The DestroyTrap links back to the RelayTrap so the QuestVarTrap is only ever executed once. Everything is linked as ControlDevice.
For the no harm: in addition to the above, give every AI a receptron for a WeaponStim stimulus. The effect for these is ‘frob object.' Min Intensity is 0. Put a checkmark in Max Intensity.
Have the receptron frob another lever which is setup exactly like the one above, except this lever causes the appropriate ‘no harm' objective to become ‘incomplete.'
If you want the player to be able to knock guards out but not harm them with a sword or arrow, you may have to specify the receptron stims as PokeStim, SlashStim, FireStim, etc. rather than just WeaponStim.
Then on Hard difficulty, you destroy the lever which controls the 'no harm' quest variable, etc.
Niborius on 10/5/2013 at 11:06
Thanks for your quick reply!
When I want to give the Guards the TrigSlain script, I am unsure how to because they already have these four scripts:
JAccuse
Corpsed
CorpseFrobHack
SuspiciousReactions
Xorak on 10/5/2013 at 11:37
You can erase any of them, as long as you don't put a checkmark in the 'don't inherit' field. They still inherit their AI scripts from their AI archetypes.
Yandros on 10/5/2013 at 12:04
You should erase ALL of them when that happens. Also, No Kill objectives are most simply done by just making the goal to kill a Human(-14) and then making it a Reverse goal. Harming will have to be done some way such as with the receptron as Xorak suggested.
Sensut on 10/5/2013 at 12:06
The simple method for no kill any humans in TOW: just create a "KILL A CREATURE" objective and add -14 (the main Human archetype), and tick this objective as "REVERSE" in Other.
Yandros beat me :)
darthsLair on 10/5/2013 at 16:10
For the no harm objective you can use a no-type objective,Reverse, in t.o.w. and place TrigBrainDead on the Ai. Use a control device link from the ai to a qvartrap. =3:goal_state_x Harming would mean knocking out, so if they are, then this method would fail the mission. Otherwise, a new source on all of the weapons, and a receptron on all ai's using a button cd linked to the qvarttrap as mentioned above. This way if the player even touches the ai with a weapon, the mission would fail.
Nameless Voice on 11/5/2013 at 11:13
You could put an NVTrap of some kind (maybe an NVTrapSetQVar) on your Human archetype set to listen for the Damage message.
It would trigger if anyone damaged the humans, though, not just if the player was culpable for the damage.
Niborius on 12/5/2013 at 11:32
Thanks for the advice guys, I'll try these methods later today when I have time for Dromed and I'll report back if they worked or not :)