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Re: Improved Interrupt System[message #355848 is a reply to message #355842] Wed, 14 November 2018 10:35 Go to previous messageGo to previous message
silversurfer

 
Messages:2790
Registered:May 2009
Mai Ti Miao wrote on Wed, 14 November 2018 05:03

From what i've seen so far, the AI can still be tricked.
Case example, a large rectangular building.
Entrance is on the northern side. Player lets some mercs run along and throw rocks against the western and eastern walls. This will distract enemies inside the building in the vicinity of these walls = looking at the wall.

Ssh! Don't you tell my favorite tactic to distract enemies inside buildings! big grin

Mai Ti Miao wrote on Wed, 14 November 2018 05:03

The player, sitting outside in the dark, stealthily (is this possible or will the door make a noise even in stealth mode ? ) opens the door into a lit room: a) player is blinded due to the bright light suddenly hitting his eyes b ) enemy inside is still staring at the snail snailing along the wall, because s/he didn't notice the door was opened. Who interrupts first ?
I haven't had these situations with my recent play yet, so i don't know how it is solved ingame ; but generally speaking, both sides of the discussion can bring up valid arguments.

Now that we can open doors from the side it gets even more complicated because we can remain invisible to the enemy. He will only see the door opening.

@Zed
Btw. I'm not checking the code. I'm merely trying to fix important (in my opinion) bugs that I can replicate. I'm currently not playing JA2 so I won't experience bugs on my own and if a player won't give a proper bug report that allows to replicate the bug I won't even bother looking for it.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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