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Questions: how to change team relations when player steals an item/s.


Bikerdude

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if you want to change the team state independently from wether the player was seen at his theft, than this will work

if you only want it to be changed when the AI sees the player stealing the item you may take a look at the example map i've posted in Sir Taffsalot's mapping Thread ;)

 

if you only want the AI that sees the player stealing the item become alerted and that it than alerts other ones, so the player has the possibility to for example kill the alerted ai before it can alert anyone else so he stays out of trouble (uff - long sentence), you may ask and I try to work my magic :D

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than let all loot in that room target a target_setrelation entity that sets the team_relation to hostile (-1)

 

is this clear now, I'm not quite sure if your last post was a question or a statement

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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I imagine you just trigger a script when the loot is frobbed -- a couple of ways but one easy way is to set up a hidden "take this object" objective for all the loot in the room, then check the "call script on acheivement" box -- and then the script has one line switching the team of the AIs directly by name. (Does it matter if the AI sees you or not? In this approach, it doesn't matter. If you want the AI to notice you, it's more complicated because then you need to make a check that the AI has a visStim on the player in the recent past.)

 

I was working on a system in the sourcecode that automates all of this, so you just set a spawnarg on the AI (basically like a "friendly until he sees you commit a crime" spwanarg). I figured a lot of it out, but other parts of it I need a bit of help to figure out to finish it.

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 imagine you just trigger a script when the loot is frobbed -- a couple of ways but one easy way is to set up a hidden "take this object" objective for all the loot in the room, then check the "call script on acheivement" box -- and then the script has one line switching the team of the AIs directly by name. (Does it matter if the AI sees you or not? In this approach, it doesn't matter. If you want the AI to notice you, it's more complicated because then you need to make a check that the AI has a visStim on the player in the recent past.)

 

I was working on a system in the sourcecode that automates all of this, so you just set a spawnarg on the AI (basically like a "friendly until he sees you commit a crime" spwanarg). I figured a lot of it out, but other parts of it I need a bit of help to figure out to finish it.

I did this all by script on NHAT 3/3 some years ago. In short, it ended up being "If AI sees evidence of a crime (dead body/missing loot marker/blood marker) AND if the AI can see the player (unless he's in the shadows), then change AI to hostile." SDK support with a spawnarg would definitely be the fastest, but scripts can accomplish this for now.

yay seuss crease touss dome in ouss nose tair

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I was working on a system in the sourcecode that automates all of this, so you just set a spawnarg on the AI (basically like a "friendly until he sees you commit a crime" spwanarg). I figured a lot of it out, but other parts of it I need a bit of help to figure out to finish it.

I did this all by script on NHAT 3/3 some years ago. In short, it ended up being "If AI sees evidence of a crime (dead body/missing loot marker/blood marker)

 

I shall have a look at the NHAT script, thanks guys :-)

 

Don't forget to inform the player that if something gets stolen he'll be automatically the suspect :P

It was always in the breifing from the begining, I just never new back then how to implement it..

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