Jump to content
The Dark Mod Forums

Ghost objective when only monster Ai in map?


Bikerdude

Recommended Posts

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

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

  • 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

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • JackFarmer

      Somehow I admire the fact that the material from Dune has now been filmed for the third time. Personally, I could never do much with the material, but as a child of the 80s, I of course know the David Lynch movie...and that movie was at least funny!
      · 1 reply
    • Baal

      Episode 3 of the second best Doom 3 mod, Phobos,  was just released.
      · 5 replies
    • snatcher

      TDM Modpack v4.2 released!
      · 1 reply
    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 7 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 14 replies
×
×
  • Create New...