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Ghost objective when only monster Ai in map?


Bikerdude

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doesn't the monsters use the same alert state system as "normal" ai?

 

if so, you may use the "if any AI of team X get to Alert State 5" objective

 

X=9 for undead for example, see http://wiki.thedarkm...s_%28Editing%29 for the team numbers

 

if this isn't the case there is a script function float canSee(entity ent)

 

so you would have to check canSee($player1) on all AI periodically

Edited by Obsttorte

FM's: Builder Roads, Old Habits, Old Habits Rebuild

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  • 2 weeks later...

IMO the most easiest way is to make this objective hidden and remove the NOT

put a new objective in the map that is trigger dependent

if the player is seen than the hidden objectives completes what then triggers the state of the new obj. to failed

 

That'S what I would do if your approach fails (what I can only guess as your last post is a bit ... unclear)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

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to be more clear:

 

Objective 1, hidden, if any AI of Team Haunted, completion target "CT"

Objective 2, visible, triggered

 

target_setobj._state (not sure it's the right name) with name "CT" (see above)

set it's spawnargs so it changes the state of obj 2 to failed

 

IMO both objectives must be ongoing :unsure:, try it out

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I'm not in you BT thread, sorry

 

btw: the objective CAN be seen

 

I can post you an example map or you can pm me a link to your map, what you prefer

Edited by Obsttorte

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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As regards your second post, I dont understand any of that.

:rolleyes:

Ok I sorta got this working, in the if thew Ai see you the objetice completes. But I need the objective to fail is your seen, Ive set the boolen NOT and the intial state to incomplete so the objective should fail not complete surely..?

:ph34r: ...cough...

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I can, of course (pm the link)

 

btw.:

 

 

 

I thought your doesn't work, but it does.

 

This example map is a single room with a zombie in it. You're starting on the right, the zombie is in front of you. On the right there is an escape zone.

 

You have two objectives:

 

Objective 1: This is the one that fails when you get seen by the zombie

 

Objective 2: is succeeded if you go to the escape zone

 

the first objective is boolean NOT, not mandatory and ongoing

the second is just a normal escape when you're finished objective for completeness. You can ignore it.

 

EDIT: I made a little error here. The first objective must be mandatory, sorry.

Edited by Obsttorte

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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