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Have friendly AI greet player


Springheel

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Can anyone think of a way to make friendly AI (who are on patrol) greet the player as they pass by? Unlike a static guard, you can't have a trigger do it (I don't think--you can't bind a trigger to an AI, can you?).

 

Is there some way to trick AI into thinking the player is another AI, so the regular greet code can be used?

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I just tried this. It sort of works with a trigger_multiple bound to a friendly AI. Though I set the wait time to '6', and have the AI pass the player once every 10 seconds or so, it doesn't trigger every time*.

*I see a pattern now. Even though I made the brush (which I used to make the trigger) equally wide to either side of the AI (to cover both sides of the AI when walking down a street/alleyway), the speaker I used only triggers when I pass the AI on his right side. If I pass on the AI's left side, the speaker does not get triggered. I am curious why.

This would probably be done better by using a script, called upon by the trigger. I imagine the script could use multiple sound shaders for a variety of greetings, plus make the AI turn toward the player when speaking??. They way I did it can only play the sound shader assigned to the speaker. I tried with multiple speakers, but the trigger played all speakers at once of course.

System: Mageia Linux Cauldron, aka Mageia 8

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Fixed.

I replaced the rectangular brush trigger with one made from a patch cylinder, then converted to trigger_multiple. Now the speaker is triggered every time the AI passes, no matter which side I am on. The cylinder is 168 units in diameter and centered on the AI z-axis The speaker sits atop the AI's shoulders and is also bound the the AI of course.

System: Mageia Linux Cauldron, aka Mageia 8

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Fixed.

I replaced the rectangular brush trigger with one made from a patch cylinder, then converted to trigger_multiple. Now the speaker is triggered every time the AI passes, no matter which side I am on. The cylinder is 168 units in diameter and centered on the AI z-axis The speaker sits atop the AI's shoulders and is also bound the the AI of course.

 

Rube Goldberg! But if it works... :)

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"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Fixed.

I replaced the rectangular brush trigger with one made from a patch cylinder, then converted to trigger_multiple. Now the speaker is triggered every time the AI passes, no matter which side I am on. The cylinder is 168 units in diameter and centered on the AI z-axis The speaker sits atop the AI's shoulders and is also bound the the AI of course.

 

got a prefab pranqs..?

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What if instead of a speaker the trigger activates a conversation? If that works, couldnt you have the ai looking at the player, and even play the greeting anim? Never knew you could bind working triggers and speakers to a npc...

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Could a proximity S/R work with the player? That way the trigger could follow the player around and it wouldn't be like a literal trigger brush...

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What do you see when you turn out the light? I can't tell you but I know that it's mine.

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I remember doing somthing like this, again it was a trigger for the conversation of two guards, like the 1st level of the origional game where the guards talk about the bear pits. after the event/conversation. I warped out the trigger to the blue room... I wanted a one time event. if I extrapolated this farther I would have warped other guards in to replace the "used" up guard with a freash trigger of another conversation or such... I did alot of warping of AIs was easier than trying to manipulate an single AI over and over... hope this makes sense... but again you guys are worlds ahead of me.. :)

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I remember doing somthing like this, again it was a trigger for the conversation of two guards, like the 1st level of the origional game where the guards talk about the bear pits. after the event/conversation. I warped out the trigger to the blue room... I wanted a one time event. if I extrapolated this farther I would have warped other guards in to replace the "used" up guard with a freash trigger of another conversation or such... I did alot of warping of AIs was easier than trying to manipulate an single AI over and over... hope this makes sense... but again you guys are worlds ahead of me.. :)

Hmmm... I see how that would work. Maybe instead of warping AIs back and forth, speakers could be warped or translated to new positions, so that each triggering could play a different speaker/sound shader.

System: Mageia Linux Cauldron, aka Mageia 8

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Hmmm... I see how that would work. Maybe instead of warping AIs back and forth, speakers could be warped or translated to new positions, so that each triggering could play a different speaker/sound shader.

 

A code solution would be much more simpler and cleaner, tho. All that warping etc shouldn't be nec.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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