====== Alerting Friendly AI with Lockpicking ====== This tutorial describes a way of allowing lockpicking to have an object teleported nearby, the sight of which will make an AI remove any metaproperty that is being used to make it friendly (e.g. M-AlertCapZero or M-Front Gate Guard). Before you begin, install a reasonably recent version of [[http://www.thiefmissions.com/telliamed/|Telliamed's custom scripts]]. For this tutorial, you need to have ``tnhScript.osm`` in your Thief folder, and you need to load it into your mission (``script_load tnhScript``). ===== Setup ===== ==== Adding the Scripts ==== *To each lockpick, add the script ``PickHelper``. *To the door (other lockable objects will work as well, e.g. containers) add the scripts ``LockHelper`` and ``TrigWorldFocus``. The purpose of the second script will be explained later. ==== Teleporting the Marker ==== *Create two ``TeleportTraps``. Place one near the door, and place the other in a [[:glossary:ac#blueroom]]. Give each of them a [[dromed:link:controldevice|ControlDevice]] link to a ``Marker``. *Create a [[:dromed:link:scriptparams|ScriptParams]] link from the door to the nearby ``TeleportTrap``. Data: ``PickBegin`` *Create another ``ScriptParams`` link from the door to the other TeleportTrap (the one that will be in the blueroom). Data: ``PickEnd`` Now, when lockpicking starts, the nearby ``TeleportTrap`` will be activated. When lockpicking ends, the blueroom ``TeleportTrap`` will be activated. There's one more case to consider. ``PickEnd`` //will not be sent// if the player looks away from the door //while still using the lockpick//. This can be easily fixed: *Give the door a ``ControlDevice`` link to an ``Inverter``, which has a ``ControlDevice`` link to the blueroom marker. The ``TrigWorldFocus`` script will see to it that when focus is lost (when the object stops being highlighted), a ``TurnOff`` message will be sent along ``ControlDevice`` links. The ``Inverter`` will then send a ``TurnOn`` message to the blueroom ``TeleportTrap``. ==== Making the AI React to the Marker ==== For each AI that is likely to see you picking the lock, create an [[:dromed:link:aiwatchobj|AIWatchObj]] link from the AI to the ``Marker``, with the following link Data:\\ | ``Watch Kind:`` |``Self Entry`` | | ``Priority:`` | ``Very High`` | | ``Trigger: Radius:`` | Your choice. ``8`` or ``10`` should be good values. | | ``Height:`` | Your choice again. ``8`` is okay unless there is a lot of elevation in the area (e.g. balconies).| | ... || | ``Line Requirement:`` | ``Line of Sight`` (``None`` might be better) | | ... || | ``Response Step 1:`` | ``Add/Remove Metaproperty`` | | ``Argument 1:`` | ``Remove`` | | ``Argument 2:`` | ``M-AlertCapZero`` (or ``M-Front Gate Guard`` if that's what you used) | Feel free to experiment with other values, and of course you can add other actions besides removing the ``metaproperty``. ====== ====== ---//[[society:r_soul:index]]//