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Call script on Enemy Alerted


Neb

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Is it possible to call a script when an enemy spots the player, also sending that specific alerted entity to the script as a pointer?

 

I'm also having trouble using the check relations function. For example -

float relnum = sys.getRelNum(1,0);

gets the error: unknown value 'getRelNum'. Am I using it incorrectly?

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A single specific ai is alerted or any ai reaches a certain alert level?

Both are doable via the objectives. You make a hidden objective that is either "AI is alerted" or "AI reaches alert level x." Then make the objective call a script of your choosing when the objective is completed. Check the objectice wiki entry and browse the objective editor a bit.

 

I've no idea about picking up the alerted ai identity, though.

Clipper

-The mapper's best friend.

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One very useful thing to have would be to allow AI to trigger an alarm when alerted. We have alarm entities, but no real way for AI to use them. They had this in the original Thief games in the prison break mission, didn't they? Was it faked somehow?

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A single specific ai is alerted or any ai reaches a certain alert level?

 

A single AI.

 

I have Builders (team 1) set to friendly, but in certain locations (restricted areas) they switch to hostile. Exiting the zone switches back to friendly. If you're being chased and then exit the hostile location they immediately give up.

I wanted an effect where only the entities of team 1 that are alerted to you, still attack you after you've left the hostile location. I was planning on anyone with an alert level of 5+ switching to a custom team that is hostile to the player, but mutually friendly to team 1.

 

Maybe there's a better way to accomplish this.

 

But the correct relations function is:

 

float relnum = sys.getRelation(1,0);

 

Thanks. The wiki had it as getRelNum. By any chance is there a full Darkmod reference for these?

 

 

One very useful thing to have would be to allow AI to trigger an alarm when alerted. We have alarm entities, but no real way for AI to use them.

 

I was also thinking of giving alarms a try. I'll see how it goes.

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I don't know how tdm_events.script passed me by. Loads of useful stuff in there.

 

Now I've got it working somewhat. On exiting a hostile zone a function gets called that checks all the nearby characters with this:

 

void CheckHatesPlayer(entity ent)
{
if (ent.getKey("team") == "2") return;
if (ent.hasSeenEvidence() == 1) ent.setTeam(2);
}

 

I was switching builders to team 2 just for testing.

 

I couldn't get the objectives system to trigger scripts, though. I must be doing something wrong.

Edited by Neb
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