04-06-19, 09:32 | #11 | |
Member
Joined: Apr 2005
Posts: 9,208
|
Quote:
Nice trick with hurting to drop the AI |
|
04-06-19, 09:38 | #12 | |
Member
Joined: Jan 2006
Posts: 22,530
|
Quote:
Good idea! That means I could set a trigger within 'view distance' too. |
|
04-06-19, 12:25 | #13 | |
Moderator
Joined: Dec 2011
Posts: 4,881
|
Quote:
And there also is a condition to check if there is the required AI. |
|
04-06-19, 13:07 | #14 |
Member
Joined: Jan 2006
Posts: 22,530
|
Great, can you please point out where I can find those triggers? I've been looking since yesterday.
|
04-06-19, 14:20 | #15 |
Member
Joined: Jan 2006
Posts: 22,530
|
OK found the command in NGLE and exported to TE.
Now what? How do you apply that trigger to an enemy? There's no option to apply it to any particular object. Does this setup look right? It's not working. https://www.tombraiderforums.com/pic...ictureid=13222 Last edited by Reggie; 04-06-19 at 14:41. |
04-06-19, 16:58 | #16 |
Moderator
Joined: Dec 2011
Posts: 4,881
|
My thoughts to your picture:
1. "Continues" TriggerGroup is meaningless now. You don't need to execute the command again and again, so choose "Single" mode. 2. If you found a plugin trigger in NGLE, always have a look at the "Trigger's Remark" window (that should be also applied in TE, once it supports plugin local triggers for the map!), because plugin makers (first of all me, surely) can write a help there for the trigger - just like now in the case of these ACTIONs. 3. If you found that trigger in NGLE when a project is also loaded there, then you can see the choosable objects in "Object to trigger" trigger window, for all the ACTION triggers. - That will be the middle number. For example, in your case, if, eg. the object ID is 174, then $015000, 174, $96 $015000, 174, $97 Last edited by AkyV; 04-06-19 at 17:00. |
04-06-19, 17:39 | #17 | |
Member
Joined: Apr 2005
Posts: 9,208
|
Quote:
EDIT: Just tried it on a SAS as well, same thing... Last edited by Dustie; 04-06-19 at 18:52. |
|
05-06-19, 09:56 | #18 |
Member
Joined: Oct 2006
Posts: 2,372
|
Can I suggest TRNG Variables as a possible solution?
If you don't know, variables are basically flags added to moveables to modify enemy status. For example you can trigger a enemy already killed by Lara using variables. You should be able to drop the AI Guard to normal SAS behaviour or to force the Troops to always see Lara as a threat - stuff like that. However it requires a lot of study - variables tend to be slot specific and might not be documented anywhere. It's a lot of work to figure it all out. |
05-06-19, 11:09 | #19 |
Member
Joined: Apr 2005
Posts: 9,208
|
^ I believe AkyV's plugin already uses variables to operate on AI properties.
I'm not sure about reactivating an enemy which has been killed, has that been tested? I know the engine is pretty fussy about doing anything with objects which have not been triggered/activated or have been untriggered/removed. That being said, removing guard AI from an enemy seems to work fine using AkyV's plugin triggers. However I can't get the trick A_De described to work - neither baddy or sas do anything after getting hurt by 1 HP. Forcing AI_GUARD on enemy using AkyV's plugin (which I'm guessing takes advantage of variables) only works the moment enemy is spawned (triggers placed on the same square), but once the enemy is triggered, forcing AI_GUARD has no effect. |
05-06-19, 12:09 | #20 | |
Member
Joined: Jan 2006
Posts: 22,530
|
Can you change how far away the enemy can see you?
Currently, the enemy can see you from eight sectors away. Can we reduce this field of vision to say, three? Is it anything to do with this? Quote:
Last edited by Reggie; 05-06-19 at 13:29. |
|
Thread Tools | |
|
|