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RJFerret

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Posts posted by RJFerret

  1. I also liked that in Thief. Drawer handles (not the drawer face), chest locks (not the whole chest or chest lid), door handles (not the entire door), etc. were the only thing that highlighted and that is what you had to frob to open the object.

     

    I turn off frob highlight of chest bases so only the lid highlights, which makes it so much easier to get loot out compared to the usual pita.

     

    However just doing the standard locking mechanism isn't so useful, as the frob highlight on dark metal is so dark as to be unapparent. I haven't tried separate padlocks or other models for that purpose though.

     

    It sounds like you're saying the frob trace already uses the handle? I can't confirm that.

     

    Curious, multiple times now the steps I listed provided the results I listed in both 2.01 and 2.02.

  2. Nah, not dictate, but feedback and preferences are good to know! :-)

     

    In my first map, I specifically sized the light so you could find a shadowy corner to pick the door without problems, because I had frequent AI observations, time was geared toward moving through the door. I tend to see maps with more light having fewer patrols. But knowing where players like challenges (other than ourselves) helps to make choices that work for more fun game-play!

     

    PS: That's why I ran a poll prior to my last map asking about knocking out/killing AI versus ghosting/working around them, so I could design around what people enjoyed.

    • Like 1
  3. I'm sorry if I'm not clear. No change needed. It already works the way you desire. I don't know why you are assuming things are other than they are.

    -Set the frob_distance spawnarg on a door to 10.
    -Select your lockpicks.
    -Get near the hinges of the door.
    -Observe it not highlighted.
    -Move closer to the handle, observe it highlight (if you are crouching, you'll need to look upward; if standing, look downward).
    -Move past the latch end of the door, observe it's still highlighted.

    The distance is customizable by the mapper.

    [quote name='SirGen' timestamp='1403667227' post='348722']
    I think it would be a good change. Very often I've been able to pick a door from the safety of darkness, when realistically I would have had to step into the light to pick the lock. Times like these enhance tension, which usually means enhanced fun.
    [/quote]

    Then request mappers design it differently would be my thought, as they chose to place the light radius there, and the frob_distance according to their design plan.
    • Like 1
  4. No change needed, you may already do that, simply reduce the frob distance on the door. It defaults to 100, but if you make it 10, your nose needs to be very close to the handle (edit, to lock-pick), and if you are by the hinges, no dice. (When crouched, you need to look up; if standing, you need to look down.)

     

    However players might not like that, as when I tested it on a map of mine months ago, I found having my screen filled with nothing but closeup door to be unpleasant, and it also highlights limited resolutions on doors/handles as they are huge in the middle of your screen.

  5. Anyone know how to do that?

     

    Script it. I know, I know, I'm the guy who usually says you don't need to script such and such, just do this readily instead.

     

    However, movers are designed to move back the other way when triggered again, you could potentially work around that firing two in succession, but then you'd be binding together four movers for your directions, with the object bound to that set of four. Unless someone has a better option, this would be much easier scripted afaik.

     

    Edit: Note, even elevators are scripted, and they just simply move between a couple established spots.

    • Like 1
  6. I also kinda smiled in shame as you got a couple pieces of loot in my FM with no trouble (on the table with the elite circling it). I've done it a few times, but usually muck it up.

     

     

    I judged the timing/light too risky, so just let the guy be distracted in the other room, shut the door and collected in piece.

     

  7. Can it be done with a speaker and trigger? Or what? :huh:

     

    Yes it can. There's a spawnarg for speaker entities to not play until triggered. However even better is using atdm:voice instead of a regular speaker (so sound located at player, rather than at the speaker, for proper volume) and a trigger or location to activate atdm:trigger_voice (in targets) as Sotha mentioned.

     

    (There is another map that used internal voice extensively.)

    • Like 1
  8. Cool! I either missed this or completely forgot about it.

     

    It's something I realized we could readily do now by virtue of...oh wait, the wiki page list of changes doesn't include it...and the tracker issue name doesn't explain it, but I linked to the comment which does, "0003670: [Design/Coding] "Trigger" spawnarg on path nodes improper (grayman) - resolved."

     

    But not to worry, I've already written a forum post, all ready to copy/paste when 2.02 is released, to more broadly bring it to the attention of mappers.

  9. Just be careful about having AI stopping on the same path node...it can result in AI standing inside each other if they both try to stand/sit in the same spot at the same time.

     

    I imagine sitting would be a problem, but I have two following together in Inn Business who end up standing next to each other when they wait. I didn't adjust the position tolerance either, they just happily do it naturally without problems.

     

    The only chance you have of sometimes having two AI leave A for different path_corners is to have A point to 2 path_corners.

    .

    With a new feature in the upcoming 2.02, you could have a path_corner be "switching", constantly alternating between two different destination paths instead of having multiple random targets.

     

    This would be done by having the next path node trigger a change target for the switching path node to set it the other way. And same for that other way, it would set it back.

     

    This'll come in handy in the future to prevent the random aspect of pathing causing AI to do the same thing each time (or never take a certain path for that play of the map). For example, if you had an AI enter an office and randomly go to either the desk, bookshelf, sit with wine, or look at mirror/painting, you could remove whichever one is being done. Then when the final remaining behavior is used, replenish the list.

     

    This would add much more variety than the completely random way typically used now.

    • Like 1
  10. Yes, one or the other is necessary to get the AI to face the correct way, but complicating it with something that isn't an issue for the user, and will break their current mostly working implementation, compared to resolving the positioning problem...

     

    Never mind the still pending movement query.

  11. Sure, count me in. As evidenced by my increased activity in the forums recently, I've got some time on my hands, heh.

     

    PS: I've found PMs most useful/easier during testing (having done it both ways), although some prefer providing feedback in a forum thread for some reason. If you desire beta forum access, simply PM Springheel requesting it.

  12. I don't think you need a path angle...you can set the AI to spin to the direction they're supposed to sit.

     

    The path_turn is necessary to get the AI facing the correct direction before they start to sit, IE, facing away from the seat. Otherwise they'll be facing whichever direction they approached the path_corner and sit in midair. Then the angle post sit is if there's a table or some other reason the AI sits on the side of the chair and spins to face the correct way.

  13. Pathing - I just can't get anyone to sit down squarely on a chair. I've imported Grayman's sit path from the 1st guard in the North and it seems what's needed is 3 entities: a path corner next to the chair, a path turn angle 90° away from the sit direction, and a path sit with sit_direction_angle set. On a blank test map the prefab works fine but when I manually copy it the AI sits half to the side or the back, or on thin air behind it. Is more needed?

     

    The position of the path_corner is critical, there's a spawnarg to make them move more closely to the exact corner position, "move_to_position_tolerance", otherwise they can be within half their AAS size (16 units) off and consider themselves in place. I have used "move_to_position_tolerance" set to "1" happily, but be sure that your corner is no closer then 16 units to monsterclip/walls/anything that would impede them reaching the corner or they'll endlessly circle trying to get there. "move_to_position_tolerance" "2" might be safer, but anything less than 16 will be closer.

     

    On the S/R question, what are you trying to do? Move something then have it pop back to start and move again?

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