Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #323235] Thu, 25 July 2013 20:29 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
When the enemy sees captured enemies, they are alerted... but there is no way to uncover you, as they don't know who captured them.

There is no animation for handcuffing (not sure atm which one I am using instead), and the detection of actions is mostly via animations.

However, it seems I currently do not uncover disguise on unsuccessful handcuff attempts, that could be changed... and is done so in r6241.

[Updated on: Thu, 25 July 2013 20:58] by Moderator



Re: New feature: Take prisoners, interrogate them[message #323247] Fri, 26 July 2013 01:04 Go to previous messageGo to next message
Bambusar

 
Messages:64
Registered:July 2012
Thx that makes more sense now.
Also maybe solution would be that they uncover you if you are seen near captured enemy, like it is done for dead body. Or maybe make enemies recognize you sooner if they are alerted. Or seeing you using handcufs/binders should be immediately uncover same as it is for using weapon.

In current state I can do whatever I want: I can be right next to them handcuffing their friend and they dont recognize me. Not sure maybe my mecs is a bit to buffed up, but they should recognize me being so close to them. In start of the game they did recognize me when I came near them but now in second half they just dont, even though I have G11. When you capture one guy and they found him they all swarm near him all alerted and nervous where i can just handcuff one by one.

I am testing various possibilities of Covert trait, I also found that arming TNT one tile away from group of them is a bit to easy to do and it doesnt get you uncovered. Same goes for mustard gas. Sometimes you can just throw unarmed TN near them and arm it with smaller grenade.

Where feature works brilliantly is if you distract them with some fire so they all run in one part of map while you use silenced weapons to kill guys that stay behind when nobody is watching.
covert Trait also works beautifully as sniper spotter, or as mine/TNT placer. Also throwing knifes to them usually doesnt uncover you. And being seen near fresh body (stealing his grenades or pulling throwing knifes from his head) always uncovers you as planned.
Playing with this feature brought that commandos feel to game.
To balance this i turned on that traitors in own militia (ENEMY_ASSASSINS = TRUE) but so far nobody betrayed me.



Also
When some item on you is suspicious I am still getting only message that my special .38 or barracuda is suspicious.
See pic: http://imm.io/1dzrX

[Updated on: Fri, 26 July 2013 01:06] by Moderator

Re: New feature: Take prisoners, interrogate them[message #323251] Fri, 26 July 2013 01:44 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
A huge problem (which leads to those exploits) is that its not very easy for the AI to decide when you are doing a 'forbidden' action. Basically, the AI checks wether it recognizes you if something significant changes - like when someone enters its fov. Most actions do not cause those checks. And I can't add them everywhere, as that significantly slows down the game. We can also only decide wether an action is 'forbidden' by checking its animation. This means that we will only uncover someone if we do a check while he is doing that animation. If, say, handcuffing has the same animation as giving an item to someone, I can either not check for that animation - or check for it, and then also uncover people when they just someone an item - which is also bad.

Same for throwing mustard gas grenades - if we are not in throwing animation anymore, and the grenade doesn't directly hit anyone, the AI has no clue whose gas it is, even if its perfectly clear to any human that its probably the guy in the direction where it came from. This gets even worse, as one can arm bombs and grenades in your inventory - one can wear a good gasmask, move next to an enemy, an detonate a mustard gas grenade in your own hands - not even an animation there to catch that.

Auto-uncovering when near a captured person... that would be as reasonable as being near a corpse. Which isn't really reasonable, but gets the job done. I'll think about it, good idea.

Another idea would be to uncover even expert spies if they are very close - that would limit exploits drastically, but also remove some stuff I want (like being able to infiltrate armed installations, where you have to walk near soldiers to get in. Hmm. Perhaps so that only elites could uncover you if too close? Hmm. Hmmm. :headscratch:

Finally, someone who plays with assassins! To increase probability of them showing up, you can increase ASSASSIN_PROPABILITY_MODIFIER. They are also more likely to show up the more militia is in a sector (justified as its easier for them to blend in then). As they only make their move when they see your mercs, you might have already been in sectors with them but gotten lucky... moving around the entire sector helps.

Wrong item name is fixed in r6245.


Re: New feature: Take prisoners, interrogate them[message #323252] Fri, 26 July 2013 02:26 Go to previous messageGo to next message
Gambigobilla

 
Messages:718
Registered:July 2008
Could you somehow make it "if deidranna troops lose life then go full alert" or an animation is a must?

Another suggestion would be using dummy or duplicate animations. For example you've mentioned handcuffing and giving an item to someone has the same animations. Could we make a copy of it and make the original cool but the other copy is forbidden for covert ops?
Re: New feature: Take prisoners, interrogate them[message #323270] Fri, 26 July 2013 17:07 Go to previous messageGo to next message
Bambusar

 
Messages:64
Registered:July 2012
Is it possible to elites soldiers uncover expert spies only if they are in front of them and one or two tiles away?
So you can still infiltrate facilities if you distract them to look away (with rock or some noise) and sneak behind their back pass them.
But yeah crossing paths with them if they stand in the doorway with pressing "x" would be impossible. If you want to leave that option ingame then you have to leave things as they are.

(This new feature feels natural at Alma "save the rocket rifle" miniquest. Its much easier to sneak near the NOPE-NOPE button with it)

But anyway uncovering you with unsuccessful capture (that happens in like 50% on captains and 80% on elites) attempt pretty much disables that exploit anyways. And since you need at least two turns to dress in enemy soldier again it works well, maybe it should take even more APs to get changed, so you wouldn't be able to run into nearest bush and be back in two turns.

Thx for the features and all your work.

[Updated on: Fri, 26 July 2013 17:10] by Moderator

Re: New feature: Take prisoners, interrogate them[message #323283] Sat, 27 July 2013 01:22 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Update: As of r6248, enemy soldiers can now free captured comrades.

When spotting a captured comrade, the AI will raise the alarm, and then try to free him. To free him it must be near him, and then spend some AP - no animation though. Note that it will be able to free a prisoner that was caught with binders, but not one that was caught with handcuffs.

Trivial sidenote: I decide that by checking wether the prisoner has handcuffs in his hands (when capturing someone with handcuffs, they are moved to his hands). By stealing from that prisoner, you can get the handcuffs back - but now the prisoner is free-able again. :moosegrin:

Nontrivial sidenote: It would be relatively easy to modify the AI to not only free freshly captured enemies, but also the prisoners that are spawned in your prisons, once you have taken some. So if someone - say, an infiltrator disguised as one of your militia - were to gain access to a prison... and would be interested in freeing all those prisoners... :cloud8:


Re: New feature: Take prisoners, interrogate them[message #323284] Sat, 27 July 2013 01:39 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
@Gambigobilla: Automatic full alert when anyone loses life is not remommended, as that would also break stealth kills. Checking animations is the only way to determine what a soldier is currently doing. Copying animations is... possible, but not advised, as animations are weird stuff.

@Bambusar: As said, uncovering on distance is easily doable, but could easily render the trait useless. I thought about giving only mercs with the 'commissar'-trait this ability (not in the trunk), but all elites are a bit much.

AP cost for disguising is already externalised in APBPConstants.ini.


Re: New feature: Take prisoners, interrogate them[message #324258] Fri, 23 August 2013 12:54 Go to previous messageGo to next message
acqsen

 
Messages:17
Registered:December 2011
Is it possible to extend the "capture & jail" feature on "civilians" like: Police, Shark goons, Bikers Gang, Gunrunners?
I am assuming jail + interrogation might be less intuitive option for them, but handcuffing should work. I tested it on 2 occasions and it doesn't. Can't handcuff Policeman. (I hope i am not doing it wrong again)

--update
I have just realised the problems i am having with handcuffing Police is because i play UC113, while handcuffing is new content for 1.13.
Re: New feature: Take prisoners, interrogate them[message #324281] Sat, 24 August 2013 00:09 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
You cannot capture civilians, neither by handcuffing nor asking them to surrender. Changing that codewise is easy, however:

I wont allow surrender option against civilians because that would be an easy way out against single hostile NPCs - your team would almost always win the surrender option.

Capture of special civilians (NPCs) isn't allowed as that would break quests. That might change some day.

Handcuffing isn't allowed for the same reasons as above... plus there are ways to get civilians NPCs to spawn indefinitely. This would lead to a quick, unlimited supply of prisoners, which could then be mass-processed into money and militia. While shanghaiing the population of several cities into your services (and committing extortion on industrial scale) has a certain appeal to it :taskmaster: , I feel this doesn't exactly fit the JA2 spirit.


Re: New feature: Take prisoners, interrogate them[message #324285] Sat, 24 August 2013 04:34 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
hey guys after a long time i am back in arulco again. this feature is one of the main reasons for it.

but i am running into a problem:

capturing a prisoner works fine, but as soon as i assign a merc to the prison facility to interogate the prisoner i a crash and this message. (taken from game_log.log)

[125.798] : ERROR : File     :  vobject.cpp
Line     :  963
Location :  BltVideoObjectToBuffer
  Video object index is larger than the number of subimages


any help is appreciated Very Happy

[Updated on: Sat, 24 August 2013 04:35] by Moderator

Re: New feature: Take prisoners, interrogate them[message #324286] Sat, 24 August 2013 05:57 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
wow that was quite easy Razz apparently face gear icons need to be enabled in order for the interogate prisoner assignment to work.

i would consider that a bug Razz
Re: New feature: Take prisoners, interrogate them[message #324300] Sat, 24 August 2013 23:51 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
The interrogation icon is in the same library as the doctor/repair/training icons. If you do not use the GameDir data that is required, then the game will crash, yes.


Re: New feature: Take prisoners, interrogate them[message #324315] Sun, 25 August 2013 12:25 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
i do indeed use the correct gamedir but if i disable facegear icons in the options the game crashes. shoudlnt the facegear icons be seperated from the assignment icons?

i find the face gear icons to be too obstructive so i would like to play without them. but right now i am forced to play with the icons enabled
Re: New feature: Take prisoners, interrogate them[message #324317] Sun, 25 August 2013 14:02 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Hmm. That is true. I guess I'll revamp that while I'm add it, as there's no good reason assignment icons are mixed with face gear icons.


Re: New feature: Take prisoners, interrogate them[message #324321] Sun, 25 August 2013 15:18 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
@ Shadow21: Relevant update


Re: New feature: Take prisoners, interrogate them[message #324322] Sun, 25 August 2013 16:56 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
thanks great work Very Happy
Re: New feature: Take prisoners, interrogate them[message #324348] Mon, 26 August 2013 14:49 Go to previous messageGo to next message
acqsen

 
Messages:17
Registered:December 2011
@Flugente

Capturing civilians Y/N.
N: Surrender of single civilian NPCs makes game too easy
Possible to code those civ's NPCs as never_surrender ?

N: Respawning civilians + capturing = exploiting game
- Interrogation seems powerful but after i have tested it, i think its not profitable at all. Out of 8 interrogated 1 joined militia and 0 paid ransom, the rest just disappeared.
- Capturing is dangerous, more then wasting them from afar
- Respawning civiliians seems an exploit farm on its own
But even if you neglect those 3- above, maybe code civilians as realease only not_jailable?

Y:Give the pacifist in you a chance Smile

Jokes aside, if you still think its bad idead, i'll kill them then, Crying or Very Sad
Re: New feature: Take prisoners, interrogate them[message #328564] Tue, 26 November 2013 02:38 Go to previous messageGo to next message
Taro_M

 
Messages:297
Registered:November 2008
Could we get a settings that disables auto killing of dying enemies? I would like to take them prisoner,
Re: New feature: Take prisoners, interrogate them[message #328591] Tue, 26 November 2013 21:48 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
Better not. We need to kill them in order to end combat. We cannot leave enemies lying around without breaking all kinds of game status tags. If someone really wants to implement this please do extensive testing. There were enough problems with combat status/ending that I fixed in the past and I don't want it to be broken again.

Re: New feature: Take prisoners, interrogate them[message #328615] Wed, 27 November 2013 14:08 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
While that would be possible (if a battle is won, we remove prisoners before killing of remaining enemies), I agree with silversurfer here. Also, auto-capturing enemies is out of the question, the player has to make effort to get prisoners, I am against 'auto-harvest'.

You can, however, capture dying enemies by bandaging and then handcuffing them.


Re: New feature: Take prisoners, interrogate them[message #328619] Wed, 27 November 2013 14:37 Go to previous messageGo to next message
Hanakin

 
Messages:35
Registered:June 2008
Location: Czech Rep.
Flugente
You can, however, capture dying enemies by bandaging and then handcuffing them.


Yay! I didn't think of that! Finally the bandaging of dying enemies has some use! I was always a bit pissed off when I showed mercy and bandaged some dying soldier who then tried to kill me in return. Mercy is overrated. Now I'm going to cuff 'em. Thank you kindly for your continuous hard work, Flugente.
Re: New feature: Take prisoners, interrogate them[message #328620] Wed, 27 November 2013 15:02 Go to previous messageGo to next message
cnagorneac

 
Messages:185
Registered:April 2012
Hanakin
Yay! I didn't think of that! Finally the bandaging of dying enemies has some use! I was always a bit pissed off when I showed mercy and bandaged some dying soldier who then tried to kill me in return. Mercy is overrated. Now I'm going to cuff 'em. Thank you kindly for your continuous hard work, Flugente.

Bandaging of enemies was always a very good method to loot them. If you bandage an enemy and at the SAME turn with finishing bandage you loot him - you can loot his whole inventory.
Re: New feature: Take prisoners, interrogate them[message #328629] Wed, 27 November 2013 15:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
To my understanding taro's point was that if the very last enemy in a battle is in dying state, he's auto killed by game to end turn based and battle mode - hence you're ever unable to bandage and rob or capture the very last dying enemy.
Re: New feature: Take prisoners, interrogate them[message #328635] Wed, 27 November 2013 20:13 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
If its the last enemy, then it shouldn't be a problem at all to capture him beforehand.


Re: New feature: Take prisoners, interrogate them[message #328641] Wed, 27 November 2013 21:15 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Not if he went to dying state before being the last one, which happens quite often in my games:
In the heat of battle one or several enemies go down crippled. You'll usually fight on against the non-dying, conscious baddies (because they would see and kill you if you tried to capture one of their disabled comrades) because they still pose a threat to your squad. So you sent bullet shaped regards to the baddies that fight on, kill them (intentionally or not) - dang, the moment you kill the last one standing, all dying ones get killed and fight is over.

Re: New feature: Take prisoners, interrogate them[message #328642] Wed, 27 November 2013 21:17 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Not my problem. This stays the way it is.


Re: New feature: Take prisoners, interrogate them[message #328652] Wed, 27 November 2013 22:07 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Not mine, either.
Just wasn't sure everybody talking about same things hence trying to explain. No offence, no criticism of anything or anyone intended.
Re: New feature: Take prisoners, interrogate them[message #329989] Sat, 25 January 2014 10:48 Go to previous messageGo to next message
dravak

 
Messages:38
Registered:August 2010
Hmm any chance to capture the special NPC , like doreen and prisoner commander , the madame kingpin goons clause etc . (ony when quests are completed or certain event are done )

I know it requires tons of work , but who ever did the old AIM and Jagged alliance Mercs , can sure use a new challenge Wink

This makes prison and prisoner even more viable , so you can recruit back Mike for example Razz
start your own mercenary business for future project !

There I said it tons of work , but would make this prison more viable as recruitment for NPC Smile
Re: New feature: Take prisoners, interrogate them[message #329990] Sat, 25 January 2014 11:12 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
I'ld say NO

If You capture a noname You get a result

If You capture a Special You expect dialuoge

There is none.
Re: New feature: Take prisoners, interrogate them[message #332051] Thu, 01 May 2014 20:40 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Update: r7179 introduces enemy generals. Interrogation is closely related to this feauture. Also:
  • enemy officers now fill in the role of 'special' prisoners that was previously empty. They are rare and hard to take prisoner (they get a team bonus in surrender calculations) and very hard to intterogate. But they are your best chance if you ever want to uncover the locations of enemy generals.
  • Prisoners in your prisoners now wear the prisoner-garb that Shank an Dynamo wear.
  • Fix: the experience gain from interrogation was way high. By a factor of 100 oO
  • Fix: chance of a prisoner becoming militia was calculated wrong
  • If prisoners are taken in a sector that houses a prison, that prison can also be selected to house them. So if you take Tixa, you can immediately store the guards you captured right there.
  • Fix: distributing newly taken prisoners in a prison sector no longer redistributes all prisoners, only the new ones. This was a very annoying bug... taking prisoners when defending your main prison forced you to redistribute them all to another prison. Eww.


Re: New feature: Take prisoners, interrogate them[message #332099] Fri, 02 May 2014 14:57 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
Is there any way to tell how many prisoners you have at the moment in each of your prison sectors besides keeping track of them yourself (like a tally sheet you update every time a prisoner is taken or processed)?

I'm mainly referring to the strategical view here. It would also be helpful if the prison's capacities were indicated there. Right now I don't really know when they are going to be dangerously full and it's a bit tedious to keep track.

Cool feature though, good job!
Re: New feature: Take prisoners, interrogate them[message #332123] Sat, 03 May 2014 02:27 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
As of r7185, there is:
http://i57.tinypic.com/a5kboo.png
Order is admins/regulars/elites/officers.


Re: New feature: Take prisoners, interrogate them[message #332146] Sat, 03 May 2014 14:12 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
Thank you, very good! I see I need to update my version again.

Still, how do I know about the capacity? Or is there no maximum as long as the prison sector is heavily guarded?
Re: New feature: Take prisoners, interrogate them[message #332154] Sat, 03 May 2014 20:12 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Flugente, is there any chance you make mobile militia from ex-prisoners after interrogation?
Re: New feature: Take prisoners, interrogate them[message #332225] Wed, 07 May 2014 01:05 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
@rummtata:
http://i59.tinypic.com/2ue366s.pngdone in r7196

@E1vS: There never was a real distinction between mobile and immobile militia... the ones outside of cities could move every even hour, which made them 'mobile'.
You can nowadays use militia command or a radio operator to move militia out of a city. After that, they are mobile.


Re: New feature: Take prisoners, interrogate them[message #332282] Wed, 07 May 2014 21:56 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
Flugente, I suspect the engine does not allow for much flexibility in that departement, but perhaps those values can be cleared up a little?

Like:

15/20 (7/4/3/1) [read: 15 of max. 20 prisoners, composition 7 admins, 4 regulars, 3 elites, 1 officer)

If there is not enough room in the row, maybe use two?

Like:

Prisoners: 15/20
Pris. Ranks: 7/4/3/1
Re: New feature: Take prisoners, interrogate them[message #332316] Fri, 09 May 2014 02:38 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001


Hey Flugente, I have a few questions for you:


Was there anyway to set civilian uniform colors for the spawned prisoners? As in, make the prisoners have the correct colored shirts/pants that the regular army wears.


Where are the quotes stored for the 'Prisoner' faction? (or any faction for that matter)

Re: New feature: Take prisoners, interrogate them[message #332545] Tue, 13 May 2014 22:20 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Quotes are stored in /Data/NPCData/civ52.edt. .edt is an obscure file format we use for whatever reason (likely because nobody is willing to move that stuff to xmls). Best editor is some russian thingy I don't understand which corrupts data at will. I am not exactly a fan. Smile

As of not long ago, prisoners now use the prisoner colours Shank and Dynamo use. This is hardcoded. As prisoners are not a class, you cannot edit them (you can edit army and militia colours in /Data-1.13/TableData/Army/UniformColours.XML). That might change some time in future, which is not now.


Re: New feature: Take prisoners, interrogate them[message #333590] Tue, 10 June 2014 02:43 Go to previous messageGo to next message
Julix

 
Messages:92
Registered:June 2010
Location: Germany

Hey, to start off I want to say I'm enjoying this feature a lot.

Due to rantiness this comes with summary version:

1. Notification of AI for handcuffing seems unnatural in my games, I'd appreciate an option to deactivate it somehow.
2. Possibility of a noise system instead in which prisoners call for help personally to notify others within hearing range, but no one else.
3. I can steal Handcuffs off prisoners and re-use them in the same battle, is that intended?

I was experimenting with the Master spy capturing them all, much more like a jacky-chan/spy/action movie than a realistic strategy game, but loads of fun. However, the AI's sudden-notice is getting in the way of this, and I'm not sure why that's necessary. It was suggested that prisoners should still be able to make noise, thus explaining the notification they seem to be getting, but for making noises we have a system in place: yelling.

For example I knocked a guy down and he quickly yelled "ENEMY!" before he passed out (cause he was an elite and thus highly trained, and reacted with causing alarm even when surprised), only one guy nearby heard it who I also knocked out. Then I stayed down to see if there was alarm. There didn't seem to be. I put some handcuffs on them* and boom everyone's in alarm state and rushing around and freeing everyone again, at a different part of the map... it seemed unnatural, rather than like a "Dude, I haven't seen John in a while... think he went missing. Alarm!" kind of thing.

It might be better to have prisoners repeatedly call for help every couple rounds or when they hear sounds nearby, that way they still try to "notify" the AI but do so in a more personal way, i.e. people nearby can hear it and then use their mic to call it in or investigate themselves, but it's not free insta-knowledge for the enemy. -- This would also open up room for features that shut them up like threatening them into silence (using leadership I guess), or the device mentioned earlier in the thread (i.e. physically shutting them up).

I think you were just trying to add something cool to the game, not completely change it, but this has the potential to do the latter in an amazing, but non-intrusive/optional way. I don't know if you've played this game: http://en.wikipedia.org/wiki/Desperados:_Wanted_Dead_or_Alive - but it too can be played in a way where you beat people KO and tie them up and carry around the tied up bodies to avoid other people seeing them. That made it possible to take out large numbers of enemies with just few if done well. Of course we can already do that by just killing everyone carefully with a pistol with muffler or such; but your feature made keeping them alive possible as well, which would be an awesome change. --- is it potentially possible to make carrying of prisoners or even knocked out enemies a reality, or would the changing states between object (item) and subject (enemy) cause too much trouble?


*footnote on hand cuffs: currently I steal hand cuffs back after each use, because apparently they stay prisoners even without cuffs, and I do so because so far I only have a single pair (from Raider, who I flew in just for taking them), and haven't found a way to buy more yet. --- Is it supposed to be so that I can just take them off once they're cuffed and have them continue to be good prisoners until the battle is over?

Once again, sorry if I appear to demanding or anything like that. I'm intending to just be sharing my ideas, and thoughts, I really love what you've already made for us to use! Smile

Julian
Re: New feature: Take prisoners, interrogate them[message #333618] Wed, 11 June 2014 00:13 Go to previous messageGo to previous message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
One shouldn't be able to steal handcuffs back, no, that's a bug Smile

It would be possible to have prisoners scream... but that would play nonsense with the AI. Specifically, militia would seek that noise and hang around the prisoner, which is a bit weird.

Applying tape to stop the prisoners is possible... threatening them to shut up is, while doable, more work. The problem is that we have to be able to indicate to the game that we want to interact with the prisoner in a way. So either we use the skill menu (which doesn't really fit and would be very unintuitive) or use a new, 'threaten-exclusive' item, for which we then need cursors, callbacks etc... This is actually nontrivial. It's the same reason we require a knife to interact with a corpse - it is rather complicated to tell the game we want to interact with something.

Carrying around living people is out of the question. Carrying corpses is only possible because a corpse contains so few information that I can condense it justifiably into an object. Doing the same with people would be unacceptable. To do it proper we would also need animations and a way to have one animation be used for two people simultaneously, which the game currently can't do (this is one of the problems that stops us from having static MGs).

All good ideas, but I currently lack the time Wink


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