JackFarmer 482 Posted July 17, 2019 Report Share Posted July 17, 2019 (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 Edited July 17, 2019 by JackFarmer 1 Quote Link to post Share on other sites
Springheel 4645 Posted July 18, 2019 Report Share Posted July 18, 2019 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. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
JackFarmer 482 Posted July 19, 2019 Author Report Share Posted July 19, 2019 (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 July 19, 2019 by JackFarmer Quote Link to post Share on other sites
Dragofer 1429 Posted July 19, 2019 Report Share Posted July 19, 2019 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. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
Springheel 4645 Posted July 20, 2019 Report Share Posted July 20, 2019 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? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
JackFarmer 482 Posted July 20, 2019 Author Report Share Posted July 20, 2019 (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 July 20, 2019 by JackFarmer Quote Link to post Share on other sites
Springheel 4645 Posted July 20, 2019 Report Share Posted July 20, 2019 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? 1 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
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