View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004249 | The Dark Mod | GUI | public | 08.11.2015 02:13 | 21.12.2018 15:47 |
Reporter | demagogue | Assigned To | Agent Jones | ||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | assigned | Resolution | open | ||
Summary | 0004249: Request for AI Spawnarg to turn off Stealth Score counting Plot Enforced Busts | ||||
Description | Vman339 made a request in the forums for a way for mappers to make the Stealth Score & presumably Alerts not to count plot or mapper enforced busts. Thread: http://forums.thedarkmod.com/topic/11058-things-that-could-be-improved/page-70#entry381320 It seems reasonable because such busts aren't the player's fault, sometimes it could even be an in-game cutscene, and the old ghosting rules allowed players not to count them. It's still up to the mapper to decide though. I think the spawnarg should be variable too. I mean, turning it on or off in the game by script allows, e.g., an AI's alerts to not count in one plot scene, but they do in normal gameplay later. (That may not be an issue, but I know some spawnargs aren't effective if you change them post-spawn.) | ||||
Tags | No tags attached. | ||||
Here's my fix: AI.cpp, inside idAI::UpdateEnemyPosition() change these lines: line 7800 - if ((lastTimePlayerSeen < 0) && (lastTimePlayerLost < 0) && !spawnArgs.GetBool("NoAlertScore", "0")) line 7806 - else if (lastTimePlayerLost > 0 && !spawnArgs.GetBool("NoAlertScore", "0")) MissionData.h declare "bool NoAlertScore;" inside struct SObjEntParms so we can use it in missionEvent() MissionData.cpp inside FillParmsData(idEntity *ent, SObjEntParms *parms) at line 1100 add: parms->NoAlertScore = ent->spawnArgs.GetBool("NoAlertScore", "0"); inside MissionEvent(), around line 215 insert additional if check: if (EntDat1->NoAlertScore) { goto Quit; } Finally, add this for mappers in entityDef atdm:ai_base (tdm_ai_base.def) "editor_bool NoAlertScore" "If true, this AI won't affect your stealth score" This spawnarg can be turned on and off ingame by a script. |
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Date Modified | Username | Field | Change |
---|---|---|---|
08.11.2015 02:13 | demagogue | New Issue | |
13.11.2015 15:39 | Agent Jones | Assigned To | => Agent Jones |
13.11.2015 15:39 | Agent Jones | Status | new => assigned |
13.11.2015 16:30 | Agent Jones | Note Added: 0007890 | |
13.11.2015 16:38 | Agent Jones | Note Edited: 0007890 |