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Line of Sight - resolved


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12 réponses à ce sujet

#1
PJ156

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This has come up before I know and I have read some of the posts. This problem is perplexing me though.

1024x768http://img851.imageshack.us/img851/1503/question1l.jpg[/IMG]

In the image I have set up a fire fight down the corridor. The walls of the rooms are made up of a composite of jail walls and bookcases. As you can see (I hope) the wall are placeables and have baked okay.

My idea is that the archers at the top of the corridor are better than you but you can duck behind the wall and heal up. In game this is not the case. I move behind the wall and both pc and npc fire away through the wall with impunity.

I'm guessing perhaps that the jail wall does not block LOS for obvious reasons, does the bookcase placeable. If not, what placeable can I build into the wall to enxure LOS is blocked when the PC ducks behind the wall?

Cheers,

PJ

Modifié par PJ156, 10 mai 2012 - 05:58 .


#2
Dann-J

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A collision box scaled down to be very narrow, with collisions turned on, inside the bookcases might do the trick. Make it non-usable and non-static (uncheck both), as well as setting the 'plot' flag.

#3
Guest_Iveforgotmypassword_*

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I got fed up with perception ranges and lines of sight after SoZ was released and had half of my first mod got turned upside down by it with the only solution to x ray vision being locking creatures in rooms behind plot doors or setting perception ranges to the lowest possible as I hadn't used many spawns at all.

Somebody at the time posted that you can line up two opposite factions with bows and arrows behind adjoining walls or even barricades and they will kill each other ! Something which I can believe as I've been hit by quite a lot of shots fired through walls and far too many creatures can see through doors and round bends. You might have to put things like colision boxes as DannJ said but I think you're fighting against something that doesn't work properly in the first place.

Sorry to sound depressing and I hope you can fix it but I tried for ages to rescue my first mod from this affliction and gave up.

#4
Guest_Iveforgotmypassword_*

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I've just been thinking and what you need is an experts advice he should't be too hard to find as he's got red stripes !

I had a sneaking problem and he suggested making areas where your hide skills are increased that way no matter what the field of vision or perception settings are you can't be seen. I recently made an area where you had to sneak around to find a disguise for yourself and companions before doing a robbery. There was a corridor where you could leave your companions but even if you closed the door and left them as far away as possible from the enemies ( who were all in separate rooms behind doors too ) they would eventually be spotted through walls etc so I adjusted the perception range and kept the baddies further away. The PC was fine because he/she was invisible but they kept giving the game away.

I think that perception ranges are just a circle around the NPC and anything in it gets spotted eventually regardless of what's in the way and therefore there isn't really a line of sight when it comes to spot checks but I could be wrong. If you could set spot checks to work only once that might do it too but they're an on going thing.

Modifié par Iveforgotmypassword, 08 mai 2012 - 11:24 .


#5
M. Rieder

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If all else fails, you could put some tileset walls there, although I know that probably isn't the look you are going for.

#6
Lugaid of the Red Stripes

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I just remember that the battlement placeable inexplicably blocks LOS, the short little dentitions they put on top of castle walls. It must just be a function of the placeable model, with the game engine using maybe the c2 or c3 data to calculate LOS.

It might also be that the AI is completely ignoring LOS, for efficiency reasons.

You could some type of terrain trigger to mitigate the arrow fire, either making the PC invulnerable or invisible (concealment, stealth bonuses, etc.), or shutting off the archer AI when the PC is hidden in a bolthole.

#7
PJ156

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Hello again gentlemen,

Neither the colision box nor the battlements worked so I need to try a scripted solution. I have immobile npcs so rather than affect the character in some way I am going to try to force the npc's to swith to a melee weapon when the player disappears and back to missle when they reappear. it's not ideal the other party members will get a free pop at the bad guys when the pc ducks.

Hmmm more thought needed. This is taking way more time than it is worth in game.

PJ

#8
Lugaid of the Red Stripes

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You could script-hide the archers. A concealment bonus, which is how the dice game handles this, would give the PC protection, though it would also give players the option of trying to shoot it out with the archers instead of just running the gauntlet, but choices are good, right?

Try not to think of it as time wasted, though. You're learning how the game works, and so as you design new encounters, you'll be able to circumvent the engine's limitations and better use the things that do work.

#9
PJ156

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Thanks LotRS I will think on that ... right now my script is not working either but I can fix that.

I guess it's not wasted as you say but I am very driven towards and ending on this. I am not one to linger and beat my head simply because the challenge is there. The end is my goal and it's a ways off yet. There's the next project :)

PJ

#10
Dann-J

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What about triggers in the safe zones with OnEnter scripts that blind the archers, and OnExit scripts that remove the blindess effect? PCs and companions certainly can't target enemies when blinded, so I'm assuming the same is true of hostiles.

#11
PJ156

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Thanks for that, Dann. In the end I went with script hidden and it works well. As you close with the archers I reset the movement rate and they come at you anyway so it all seems to work smoothly enough.

Thanks for all the help and comments guys,

PJ

#12
Dann-J

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I've been doing a bit of testing myself, and it seems that wall placeables block line of sight quite well if you bake them in as static. Enemies turn black when you pass behind the wall placeable, and they stop firing at you (provided they're immobile). Scaling down the short section of grey stone wall (making it very thin) and hiding it inside an environmental model would also have done the trick.

#13
M. Rieder

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Hey, that's really good info, Dann. Thanks for sharing.