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Posted (edited)

There is no easy way to make a luteplayer react to player's actions.

Thus, an lute playing AI would be very helpful with the following properties:

- variable skins

- at a certain alarm level, lute player stops playing lute and so does the designated sound files...when alert level decreases, lute player, starts again playing the lute and the designated sound file start playing once again

- at a very high alarm level, lute player drops the lute (and sound file stops) and runs away

RealPlayer.jpg.5dffb8f84446639590d032da155748cd.jpg

 

 

 

Edited by JackFarmer
  • Like 1
Posted
Quote

- variable skins

 

Any AI can become a lute player by def_attaching the appropriate lute entity.  Someone even posted a skeleton lute player a while back.  So there are as many skins as you like.

Quote

at a certain alarm level, lute player stops playing lute and so does the designated sound files...when alert level decreases, lute player, starts again playing the lute and the designated sound file start playing once again

 

There is currently no easy way for a lute player to resume playing.  I assume it would take some significant scripting to make this work.

Quote

at a very high alarm level, lute player drops the lute (and sound file stops) and runs away

 

This is easy enough.  You can set a spawnarg on the lute entity that determines at what alert level the AI will drop it.  (I think default is 3)  To make the music stop, I would use an invisible objective "Do not alert AI X" and have it turn the lute speaker off.

Posted (edited)
On 7/18/2019 at 3:59 PM, Springheel said:

This is easy enough.  You can set a spawnarg on the lute entity that determines at what alert level the AI will drop it.  (I think default is 3)  To make the music stop, I would use an invisible objective "Do not alert AI X" and have it turn the lute speaker off.

Yes, this is the only thing I could integrate into the mission. Turning the speaker off though does not work; the speaker needs to be teleported away. If I could teleport the speaker  back into place once alarm level decreases and lute players starts playing the lute again, then everything would be ok. However, that does not work.

Edited by JackFarmer
Posted

If I wanted to have a 'reusable' lute player I think I'd build a script that periodically checks the alert state of the AI and performs various actions depending on how the state evolves (script load would be ok if it's just this 1 AI). But this seems like a lot of work when considering it's a small cosmetic feature that players may not encounter. I don't think anyone would count the stock lute behaviour against you.

Posted
2 hours ago, JackFarmer said:

Yes, this is the only thing I could integrate into the mission. Turning the speaker off though does not work; the speaker needs to be teleported away.

 

Why can't you turn the speaker off?

Posted (edited)
8 hours ago, Springheel said:

 

Why can't you turn the speaker off?

Check my post on April, 25th and the following discussion:

This was also the very first thing I tried, and I am sure that it dit not work which made me search for other options.

On the other hand, with different objectives types (grab item "xxx") it works perfectly - I had such a set up in my first mission.

Conclusion:

- you can silence a speaker with completion target when triggering this event through a "grab item" objective

- you cannot silence a speaker with completion target when triggering this event through a "high alarm" objective (and the other way round)

Edited by JackFarmer
Posted
Quote

I tried to mute the belonging speaker via the objective editor with if item with name "lute" is in location "A", then trigger entity func_remove xxx to remove the speaker. Does not work.

 

Why use a func_remove, instead of just triggering the speaker to turn it off?

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