"Two can play at that game"
#1
Posted 10 August 2006 - 07:19 AM
So my question is : what is this "target" ?
#2
Posted 10 August 2006 - 07:34 AM
One of such meetings has happened when I was being inside of slaver's ship. I was running out of firepower but wanted to deal with yuan-ties without resting. I've trapped the nearest room, then moved Yoshi out of yuan-ti's sight and threw his special trap to the room with snakes. Well they got damage and became angry . But before any of them showed itself in trapped room, little nasty invisible goblin-target has run from there and triggered all of my traps!..
Reload couldn't help.
Why does this baddy appear?
Retired from modding.
#3
Posted 10 August 2006 - 07:38 AM
the original game actually makes pretty heavy use of these invisible creatures (in many cutscenes, for example); Horred adapted it to allow enemies to cast spells at you without afecting themselves being in the are effect of the spell. it also allows eneimes to target yuo when yr attacking them but they can't see you - the script summons the target, which runs towards you, the enemy attacks the target. so it's an anti-cheese device. good to know it's working!
Edited by seanas, 10 August 2006 - 07:40 AM.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#4
Posted 10 August 2006 - 07:43 AM
I think I'll try to make a changes in that script...
Anti-cheese? Do you mean that setting traps is cheese? This target distracts fighters, by the way, and they spend their time hitting this goblin instead of more dangerious enemy fighters.
Edited by GeN1e, 10 August 2006 - 07:48 AM.
Retired from modding.
#5
Posted 10 August 2006 - 07:52 AM
#6
Posted 10 August 2006 - 07:56 AM
you've got a fair bit of work ahead of you: it's one of the basic BP scripting routines. you'll be removing it from many scripts.Invisible in this case doesn't mean unaimable. Not only by traps but even by characters.
I think I'll try to make a changes in that script...
meta-gaming is cheese, of course. and by meta-gaming i mean doing things using knowledge that you the user possess but CHARNAME doesn't. the setting off of traps wasn't an intended effect of the routine, but i can't say i'm opposed to it - altho the D0Tweak that makes summonable creatures not set off traps should cover this, i think.Anti-cheese? Do you mean that setting traps is cheese? This target distracts fighters, by the way, and they spend their time hitting this goblin instead of more dangerious enemy fighters.
it's a routine to counter - but not prevent - the most common cheese, the 'attacking things from a distance where they can't see you': it gives enemies a means to respond. it simply means you have to think about their tacitcs for a few seconds longer, instead of doing the same thing every run-thru of the game - i'm not sure i can see how that could be a bad thing.
as for fighters targeting the wrong enemies - disable their combat scripting, turn off the party ai, or edit the combat scripts you use so that they ignore the target (i might get around to adding this to the BP Series one day, but it won't be one day soon).
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#7
Posted 10 August 2006 - 08:10 AM
meta-gaming is cheese, of course. and by meta-gaming i mean doing things using knowledge that you the user possess but CHARNAME doesn't. the setting off of traps wasn't an intended effect of the routine, but i can't say i'm opposed to it - altho the D0Tweak that makes summonable creatures not set off traps should cover this, i think.
I'm actually regretting about installing that component of D0Tweak. Game was more interesting without it.
As for target I suggest to make it neutral towards party. Well, at last if its possible. And reduce it's size too.
Edited by GeN1e, 10 August 2006 - 08:16 AM.
Retired from modding.
#8
Posted 10 August 2006 - 08:28 AM
it's already as small a size as possible; and the price of making it blue circled is either masive increase in the size of the scripts (to account for all the situations where the target might be onscreen), or random enemy attacks on civilians instead of attacking the party. under the circumstances, having the target red circled is the best option.As for target I suggest to make it neutral towards party. Well, at last if its possible. And reduce it's size too.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#9
Posted 10 August 2006 - 09:58 AM
Is it not possible to make an action or condition with BPTARGET been chosen as object of them?
Retired from modding.
#10
Posted 10 August 2006 - 10:05 AM
I'd recommend to check effects with 2 opcodes: 'Remove animation'(271) and 'Remove feet circle'(287). I hope that will do the trick....
*** EDIT ****
Plz try this version - just put it into \override\ - and check if that 'Target' will be visible....
Edited by King Diamond, 10 August 2006 - 10:13 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#11
Posted 10 August 2006 - 10:12 AM
i'll look into the rabbit - it's a good idea.What about rabbit?
as it is, it's very efficient: BPTARGET targets player1; enemy scripts function as normal, without change, using See(Enemy) (which obviously they can - they can see the target).Is it not possible to make an action or condition with BPTARGET been chosen as object of them?
either we add an Or(2) and See(BPTARGET+ approriate qualifiers) to every script block with a See(Enemy), or we duplicate every See(Enemy) script block with See(BPTARGET+ appropriate qualifiers). neither really strikes me as a great idea: the first cos it unnecessarily complicates all enemy scripts to account for a relatively rare event (and we're entering [Not-so-Super]Scripts territory at that point - that way leads to madness and game lag) or we slow the game engine down another way by doubling the size of scripts.
if you want, you can try it out on yr game and tell me what effect you can see - but the idea of changing every combat script (one way or the other) to prevent a relatively rare event that can be readily avoided by the user not targeting the target doesn't strike me as the greatest idea, to be honest. i'd rather just modify the read-me to inform uses of the target and its function, and advise them not to target it.
Edited by seanas, 10 August 2006 - 10:15 AM.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#12
Posted 10 August 2006 - 10:14 AM
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#13
Posted 10 August 2006 - 10:23 AM
i've just chdecked the script (and yes, the .cre :sigh:) and the enemies aren't targeting BPTARGET - they're targeting a global the BPTARGET sets; so there's no reason for it to be ENEMY. yada yada yada - just ignore me whilst i add this to my list of fixes....
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#15
Posted 11 August 2006 - 02:40 PM