Yet another question. - by ObservingEye
ObservingEye on 23/12/2016 at 21:52
I searched and searched and nothing has come up. I've been (slowly) taffin' around on my mission for the last couple of months, decided last night to spring some life into it by adding some ai in my pub/inn area.
I've got all the properties I need to keep them sitting in booths/chairs and never realize Garrett is there. My only issue is that they keep whistling/mumbling and whatnot. I'm using servant ai btw.
How can I get rid of that? I want to eventually put an ambient crowd sounding noise in the pub, but would like to not have the whistling/mumbling playing with it as well.
Much appreciated everyone.
Unna Oertdottir on 23/12/2016 at 22:18
There's a metaproperty for this
AI_B_Gen--M-AI-Disable--M-NoBabble
ObservingEye on 23/12/2016 at 22:25
Ohhhh man. I'm sorry I missed that. I truly was hunting for it all night last pm. There's so many behaviors to look through I just didn't see it.
Thank you.
LarryG on 24/12/2016 at 02:16
In the future, put the topic in the heading. Yet another question gives no hint of what you want.
nicked on 24/12/2016 at 08:16
When you add the ambient pub sound - one thing to think about is what happens if the player alerts, kills or knocks out everyone in the pub.
ObservingEye on 24/12/2016 at 13:02
Quote Posted by LarryG
In the future, put the topic in the heading. Yet another question gives no hint of what you want.
Noted. My apologies, I should know better tbh.
Quote Posted by nicked
When you add the ambient pub sound - one thing to think about is what happens if the player alerts, kills or knocks out everyone in the pub.
That did cross my mind. Any suggestions? I'm guessing a destroytrap linked with the ai alertness linked with the ambient?
Unna Oertdottir on 24/12/2016 at 13:19
I suggest the ActivateAmbient-Script on a marker.
Quote:
<dl><dt id="activateambient">ActivateAmbient
</dt><dd>gen.osm 1/G/2 Receives <code>TurnOn</code> and <code>TurnOff</code> messages. The <code>AmbientHacked</code> property will be activated or deactivated accordingly. An ambient sound is inactive if the <code>TurnedOff</code> flag is set.
</dd></dl>
ObservingEye on 24/12/2016 at 17:17
Quote Posted by Unna Oertdottir
I suggest the ActivateAmbient-Script on a marker.
When I get there, I will heed your advice. Thank you.
One more quick question for clarity; I moved the people schema from TG over to T2, made a subfolder in T2 schema for edited schemas, saved gamesys/reloaded schema as needed. However, the edited schema did not show up in archetypes until copy/pasting it into the AMB.sch file itself. Is that how it's supposed to be done? If so that's fine, I'll just have to pay attention more to where I put edited schema.
Unna Oertdottir on 24/12/2016 at 17:40
You should download the updated schemas (
http://thiefmissions.com/telliamed/schema118r1.zip) and put it the schema folder. There's no need to put your new schema in an existing one Just make you own schema, maybe myschema.sch (rename a txt file). Then write down your schema, something like this
//mycrowd
schema mycrowd
archetype AMB_M01
volume -500
mono_loop 0 0
mycrowd
save and reload the schemas. You can hear the sound in DromEd right away from the menu (play_schema...)
Yandros on 24/12/2016 at 22:17
Quote Posted by Unna Oertdottir
//mycrowd
archetype AMB_M01
schema mycrowd
volume -500
mono_loop 0 0
mycrowd
You had a couple of typos there.