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Can you do this with TDM that was done in original THIEF?


Deadlove

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I noticed in TDM you can drop triggers (scripted events?) into a map to make the character say something while entering a certain part of a level, an element I love about the original THIEF.

 

Is that also possible to make this after you pull a certain switch or collect a certain loot item?

 

Also, I've yet to come across two or more NPC's in TDM having a conversation about the night, or saying something in regard to the mission before starting their intended patrol pattern. Is this possible too?

 

Thanks!

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Yeah for your first idea, it has been done in several missions.

 

I also think it would be cool to have more conversations. The guards do tend to say the right things at the right time though. For example, I was playing a FM yesterday, breaking someone out of a cell. A guard heard me creating a disterbance and he went into the cell next to where I was to investigate. At that moment, I jumped out and locked him in, using the key I lifted from him a moment earlier. He went to full alert and said "Oh, aren't you clever!". I was unable to contain my laughter.

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--- War does not decide who is right, war decides who is left.

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  • 3 weeks later...

How about like in the mission Undercover from TDP...can you make guards/NPC's non-hostile toward the player unless they enter certain area or hit certain switch and then the NPC's become hostile?

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Yes. There's a whole array of "teams". Not only can you have things friendly to the player, but to each other, or hostile to each other, fight or help each other, all based on switches, areas, time, objectives, etc.

 

By default, some AI are neutral to the player unless they do something to warrant hostility.

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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The mission I'm working on called The Account contains conversations you can overhear as well as narration similar to what you got in Thief 2. How I do it is simple either using the conversation system or using a speaker with the spawnarg "s_waitfortrigger" set to 1 and then I just trigger it when the player is nearby or at certain events that happen.

 

Its pretty simple to do actually :)

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Do unconscious bodies dropped in water drown and die? Thus failing a mission with no kills as objective?

 

Yes, if the map designer sets that up. No, if they don't.

 

(Usually no kill objectives are set up so the player has to be responsible, that way if AIs end up dying from some other cause it doesn't penalize the player. But that's just a checkbox which can be set either way.)

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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