I've got a situation where the PC sneaks around and then walks onto a speak trigger in front of the final guard and I thought that the conversation starting would cancel stealth mode but it doesn't.
I wrote a massive 4 line script ( for the first line of the conversation) that had the clear all actions bit in it and felt rather proud of myself but it didn't do anything so how can I cancel the PC's stealthyness ?
Thank you.
How to stop sneaking ?
Débuté par
Guest_Iveforgotmypassword_*
, mai 23 2013 03:34
#1
Guest_Iveforgotmypassword_*
Posté 23 mai 2013 - 03:34
Guest_Iveforgotmypassword_*
#2
Posté 23 mai 2013 - 04:50
I have to ask, are you making a guard that automatically talks to a PC regardless of the PC's stealth skills? Because if so, that's a pet peeve of mine in games, as it arbitrarily disregards standard character builds and gameplay styles without explanation, similar to having a normal-looking NPC be able to completely bypass a fighter's armour, or be immune to all of a wizard's spells without explanation. If the guard is much higher level and has high spot skills, then I can accept it, but I would like there to be some kind of indication that such a person is unusually perceptive.
#3
Posté 23 mai 2013 - 05:09
what Tchos said,
and
.. should work
and
SetActionMode(oPC, ACTION_MODE_STEALTH, FALSE);
.. should work
#4
Posté 23 mai 2013 - 06:27
Does work. You can also force it on with TRUE.kevL wrote...
SetActionMode(oPC, ACTION_MODE_STEALTH, FALSE);
.. should work
Note that it doesn't prevent the player from turning sneak back on, but that doesn't seem necessary here.
#5
Posté 23 mai 2013 - 06:35
now, uh, about Invisibility ...
#6
Guest_Iveforgotmypassword_*
Posté 23 mai 2013 - 07:22
Guest_Iveforgotmypassword_*
Tchos.. Don't worry this guard is one of a rather important persons bodyguards and therefore unlike the rest of the guards. He will also have to be tough and high level to put up a fight against a 17/18th level fully equipped monk so will probably be about level 20 and the first line of conversation will be " I can see you.
KevL and kamal_ thank you I'll be testing it out later. As for invisibility or re-stealthing that's up to the player and they should realise that it's no longer necessary.
KevL and kamal_ thank you I'll be testing it out later. As for invisibility or re-stealthing that's up to the player and they should realise that it's no longer necessary.
Modifié par Iveforgotmypassword, 23 mai 2013 - 07:23 .
#7
Posté 23 mai 2013 - 10:36
Sounds great, Tsongo! A guard like that is clearly extraordinary.
Even a lower level guard could get away with it if they had a guard dog (the Scent ability of dogs would alert the guard to approaching trouble) and/or a handful of Dust of Appearance.
Even a lower level guard could get away with it if they had a guard dog (the Scent ability of dogs would alert the guard to approaching trouble) and/or a handful of Dust of Appearance.
#8
Posté 23 mai 2013 - 11:09
I know Lance has written about his carefully-developed approach to this. His thoughts on the subject (as always) are worth reading: http://worldofalthea...ty-stealth.html
#9
Guest_Iveforgotmypassword_*
Posté 23 mai 2013 - 11:10
Guest_Iveforgotmypassword_*
Tchos.. He's in an "extraordinary" place.. There are guard dogs around but they're worgs and aren't allowed in the palace as the Queen would probably throw a fit ! But I really like the idea of using dogs on a sneak mission and had you suggested it earlier would have definitely incorporated it at some point but it's too late now.. Or is it ?
I wonder if the game engine would let you have them spot the PC before their handlers ( if you set their perception range to high and spot skill to massive ) then run towards the PC where they get a quick bash before anybody notices. It could make a very interesting dog "fishing" scenario.
KevL and kamal_.. It worked perfectly, thank you.
I wonder if the game engine would let you have them spot the PC before their handlers ( if you set their perception range to high and spot skill to massive ) then run towards the PC where they get a quick bash before anybody notices. It could make a very interesting dog "fishing" scenario.
KevL and kamal_.. It worked perfectly, thank you.
#10
Posté 23 mai 2013 - 11:10
A mist producing device or steady drops of water (fake rain).
#11
Posté 23 mai 2013 - 11:23
Iveforgotmypassword wrote...
I wonder if the game engine would let you have them spot the PC before their handlers ( if you set their perception range to high and spot skill to massive ) then run towards the PC where they get a quick bash before anybody notices. It could make a very interesting dog "fishing" scenario.
Perception works differently than this. I've tested various perception range scenarios and the spotter will alert their faction-mates such that all the enemies start charging the PC. It actually can make for interesting encounters and is pretty realistic--since in reality guard dogs are at least partly alert dogs.
There's probably some complicated stuff you can do with OnPerception scripts to avoid this kind of behavior but it would be...complicated.
#12
Posté 24 mai 2013 - 12:13
Iveforgotmypassword wrote...
I wonder if the game engine would let you have them spot the PC before their handlers ( if you set their perception range to high and spot skill to massive ) then run towards the PC where they get a quick bash before anybody notices. It could make a very interesting dog "fishing" scenario.
A custom faction for the dogs should stop them from broadcasting to their handlers.
Make them blink dogs, and give them some hit-and-run custom AI, and your fishing expedition gets a lot harder!





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