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Guards and keys


Irenices

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Sorry to make another topic so soon but after playing a couple of missions earlyer tonight i noticed that after i had stolen a key from someone they where still able to open the locked door they not longer had the key to, is this intended, overlooked, or perhaps a bug? I would sure like to be able to lock pursuing guards in a room and other such shenanigans.

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Mmm... I think we have two ways to enable guards to unlock doors. One is without a key (it is assumed to be in his pocket out of sight) and the other is to give him a key. Generally we use the first so it may have been used even though he also had a key.

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That's usually done as a gameplay concession to avoid guards walking continuously into obstacles in a futile pathfinding attempt (which I suppose they would do in TDM just like TDP/TMA games).

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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That's usually done as a gameplay concession to avoid guards walking continuously into obstacles in a futile pathfinding attempt (which I suppose they would do in TDM just like TDP/TMA games).

 

Nope, there are just two ways of doing it. :)

 

If the mappers chooses to use option number 2, where the key is in sight...the AI will just be locked inside. I don't know if code yet exists for them to stop trying to get out after a few tries, but it will probably exist in the future.

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Also note that if an AI cannot patrol through a locked door he will seek an alternate route if there is one or if not, look for the next patrol point after that and so on. I had an AI walk entirely around my mansion and approach from the opposite direction! Bit of a shock when I wasn't expecting him!

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Nope, there are just two ways of doing it. :)

 

If the mappers chooses to use option number 2, where the key is in sight...the AI will just be locked inside. I don't know if code yet exists for them to stop trying to get out after a few tries, but it will probably exist in the future.

 

Are you saying it should work like that right now? Or do you mean in the future?

Edited by Irenices
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Also note that if an AI cannot patrol through a locked door he will seek an alternate route if there is one or if not, look for the next patrol point after that and so on. I had an AI walk entirely around my mansion and approach from the opposite direction! Bit of a shock when I wasn't expecting him!

 

Awesome. :D

 

shenanigans

 

Funny. :ph34r::D

"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696

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Are you saying it should work like that right now? Or do you mean in the future?

It is already possible to lock AI in a room but it depends how the FM creator has set it up. If he gives an AI absolute power to unlock a door then you can't do it. But if he only gives him the key and you take it then you can lock him in. At least, I'm very certain; I'd have to test it to be positive. :)

 

See: http://wiki.thedarkmod.com/index.php?title=Doors#AI_Door_management

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