TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 2 of 2 FirstFirst 12
Results 26 to 31 of 31

Thread: Guards swapping weapons

  1. #26
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Quote Originally Posted by nicked View Post
    I've knocked up a couple of guard
    Speaking of knocking, did you made sure no problems occurs to dead or ko guards? Since your metaprop is working with changing guard's AI, it could "resurrect" the guard.
    I could be wrong tho ! But I remember having such issues while working on AI changes with Stims and MetaProp. Better check this out if not done already to be sure there will be no further unexpecited problems.


    EDIT : The problem has been already checked and fixed. I just missed the reply
    The M-Knockout trick is a very good move ! You need to find something similar to killed guards tho since I don't remember them to get the KO Metaprop when dead.

  2. #27
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    That's a good point. So I could just ignore that problem because I do have a compulsory No Kill objective in this mission... but it's not very neat, and if a guard died by some other means, it would still mean they got up again in a broken state.

    I may just be forgetting something obvious, but is there a way to trigger adding a Metaproperty upon death? I can't find a metaprop which is added on death like with knockouts.

  3. #28
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Quote Originally Posted by nicked View Post
    is there a way to trigger adding a Metaproperty upon death? I can't find a metaprop which is added on death like with knockouts.
    Well, I don't really remember the entire setting so I won't write a complete tutorial at the risk to say something wrong but I do remember having found a trick to detect if a guard has died and applying the adequate changes on it.

    It was in my mission "Overlord's Ending" to make the spawning guards in "Thief Mode" dispawning upon death to prevent it from reaching the object limit. If I remember correctly I've set the "ZombieRegen" script to guards so I could use AI>Responses>Signal Response property with Absolute Priority and Possum as Signal Name.

    The blurry point in my memory is about preventing the guard from exploding like zombies. I think I've made the FireStim doing in Receptrons "Stimulate" to convert the FireStim into BashStim, then "Abort" to cancel the fire damages.
    Then "Abort" to HolyStim and LightBright Stimuli for safety.

    So the guards could Add to themselves the metaprop to delete themselves with the Possum Signal on death and avoid exploding. I invite you to check it out in case I'm missing a step but I bet it would work fine for your case since all you need is actually a metaprop to make the AI unable to receive the ProxGarrettStim.

  4. #29
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    I found a solution through experimenting. I can't decide if it's genius or stupid.

    The guard is Corpse-linked to another guard archetype that doesn't have the weapon-switching metaproperties, but does have a source and receptron for the same stim which instantly kills him. So essentially when you kill a guard, the guard immediately spawns a new guard who immediately dies.

  5. #30
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Hmmm... This could work but I fear the illusion would be visible since you'll see the 1/2 second where AIs are T-Posed when spawned as their voiceset may not match if the voice is randomized.

    Also, instead of Act/React to kill at spawn, I would suggest you to better choose "TweqDelete" with "Slay" instead. Since I know spawning AIs with Act/React sometimes stupidly "escape" from the stimshot. It would be reliable.
    For the T-Pose you could use a CurrentPose property tho and hope the motion you'll choose will fit.

    The last problem will be also the fact you won't have any method to make the AI scream or not since AIs tell their "KO death" lines when killed unalerted. You'll have to decide if those dying spawned enemies will always do a soft death scream or a loud death scream by defining the default Awareness of the dying guard.

    It's still annoying about the Voiceset

  6. #31
    Member
    Registered: Mar 2001
    Location: Ireland
    You could use NVMetaTrap to add a metaproperty upon "Slain"?

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •