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Question: How do I Target a path node when alerted?


Bikerdude

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You need a script for this as the fleeing behaviour will ignore any patrol path nodes. They just run to the next flee point.

 

I once did something similar to script ai running to an alarm button and pushing it when alerted, and the same approach is used by the script causing guards to pickup a torch from the wall when they get alerted (donno if you remember the video, though).

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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If I understand the desired situation right, you could also make an objective "this AI gets alerted to level x" which could trigger something on completion (possibly the AI itself for a waitfortrigger node, or target changers for a RIT node)

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If I understand the desired situation right, you could also make an objective "this AI gets alerted to level x" which could trigger something on completion (possibly the AI itself for a waitfortrigger node, or target changers for a RIT node)

As said ai ignore path nodes when alerted at Alert Level 5 (have seen the player). They either fight the player or flee.

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 said ai ignore path nodes when alerted at Alert Level 5 (have seen the player). They either fight the player or flee.

 

Yeah that's right, I just put those lines there in case Bikerdude was looking for a more lowtech scenario where the AI starts patrolling after calming down from the alert.

 

Any ideas which FM did this?

 

Inn Business seems to have sleeping guests that if alerted start walking around the inn.

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Ok it looks as if the "idle_only" spawnarg on path entities, tried it and it works exactly as needed. When the AI sees you they revert to alerted idle instead of idle and every path node can be set to exclusively one of these two idle states.

 

Sometimes I have to read your posts three or four times to get what you mean exactly :laugh:

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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Yeah, his english is a nightmare :P

 

Ok it looks as if the "idle_only" spawnarg on path entities, tried it and it works exactly as needed. When the AI sees you they revert to alerted idle instead of idle and every path node can be set to exclusively one of these two idle states.

It seems I completely misunderstood what you wanted. I thought you want the ai to go to a certain path when it get's alerted, not afterwards.

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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What he meant was that every path node can be assigned to one of the two idle states of ai, alerted idle and normal idle, through the spawnargs "idle_only" and "alerted_idle_only".

A guard that is in alerted idle will then ignore path nodes that have "idle_only" set to 1.

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