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ERH+

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ERH+ last won the day on January 24

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  1. How S/R will check if player kill/pickocket/KO/agro AI?
  2. No it dosn't work eighter - it probably work only between missions. Yes, "entity" is listed as objective if you won't specify AI's details.
  3. I want an objective that will trigger something every time it is fulfilled, e.g. by killing any entity. After completion it should be reseted (by script .setObjectiveState(1, 0) or by $target_setobjectivestate) to state 0 (incomplete), and work on and on the same way. But in reality after first reset it looks like it stopped checking reqired action - killing more entities just dosnt trigger its fulfillment anymore? Is it the way objectives should behave?
  4. Both of them are far from fitting AI category: monocycle is an animation with extra steps, and spider is using invisible nonsolid ai spider + separate model for every part of leg. every part is operated by script reading ai spider's joint position and angle - and modify it. In this case upper front appendiges are spider's front legs moved far up, pincers use spider's mandibles animation. You can make humanoid ai have backward bending knees, or even reverse its movement so invisible ai is walking on the ground but visible parts are walking on ceiling. Ofcourse it require that ceiling geometry mirrors floor shape, and ai sees and reacts as it is actually on the ground.
  5. Its a placeholder, I was thinking about rotating buzzsaw-shuriken, as the robot have splitted head just like ... lower part of his body.
  6. Robot spider / scorpion, can be lockpicked. Monocycle robot opening / closing doors. First one uses modyfied tdm spider, just noticed that they dont have rotation animation, just slide around axis without proper leg movement. Razor rider is a simple script without any tdm ai thinking, with customised navigation points.
  7. What this script error means?: "...EnterFunction: locals stack overflow"
  8. Dont forget about player in crouch position (in sewer, airduct) making initial point, then teleporting back while being upright at full hight and ending with his head inside wall.
  9. I've heard there are more than one organisation you can call an Inventors Guild...
  10. Glad you liked it! The thing with associacions is that everyone will have different - same thing one person will consider as best part, the other will struggle to stomach.
  11. Maybe the material file is to blame, maybe patch's lattice is messed up - the texture will be partially smeared if some triangles are missing in the lattice. Make a clean new cylinder.
  12. I will eventually get this thing together. I think.
  13. I had one in walk-in freezer in Marsh of Rahena, also some parts of roof made player unexpectedly slip down.
  14. I know oil flasks are not highly regarded in T3, as they introduce slapstick animations for AI, but this kind of access denial means could add interesting challenge if you can slip from some ledges and pipes. https://www.youtube.com/watch?v=b7D_X7CTlm8 Slippery surface is already available, but probably used only in frozen areas. Using special slippery paint make it easy for colour coding, like in e.g. Mirrors Edge, but red colour in this case should be repelling. Also it will raise suspicion with otherwise neutral guards if you are literally marked as a trespasser - reminds me of a police paintball ammo with hard to wash ink, so they can catch hooligans or cars later.
  15. The water have a forcefield that drags you down, but iirc you should be capable to force your way back to the surface. It is a dangerous swamp after all, there should be a lot more holes like this one around. Horses are animated models without any ai's properties - for saving the game from computing stationary creature.
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