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Post by xavomel on Apr 7, 2018 15:51:39 GMT
I'm pretty happy about starting plasm too Can't say I know much about mortal behavior. I think your coffee example and places where mortals often stay / walk to are 2 different things. The former I'm pretty sure is a script, which I can probably turn off. As for transferring it to another mortal, it could be possible but I've never done it. The latter I know nothing about, unfortunately. Woitek may know something about this topic.
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Post by Volta on Apr 7, 2018 17:03:11 GMT
Probably should have said behavior AND interactions with objects and the map/gameworld and indeed woitek's video about showing waypoints came into my mind when i was thinking about Ai and behavior: www.youtube.com/watch?v=RHs5On90nEsI myself have difficulty making how ghost master's and mortals and ai work, because sometimes i see them doing stuff that they very rarely do, i mean they do stuff very likely, like going to the toilet but very rarely siting randomly on a chair or going into rooms they shouldn't belong to. Im very interested what is going behind the game's system and how RNG is involved in it.
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Post by xavomel on Apr 8, 2018 6:39:55 GMT
By mentioning the toilet you reminded me of mortal reactions. They govern mortal behavior to some extent, for example ReactionExtinguishFire activates when mortal sees fire. I was able to prevent mortals from using fire extinguishers by replacing that reaction with ReactionScream (this happens anyway in levels without extinguishers). List of reactions (all start with Reaction): Afraid BadSmell Controller DoubleTake DoubleTakeAndRunaway DoubleTakeAndRunawayScreaming EnteringCurrentlyScaryZone EnteringKnownScaryZone ExtinguishFire Faint Flee FlickLight Idea Investigate KickMortal Leave LeaveRoom Listen Look LookAroundSurprised Point Puzzled ResetFuses Runaway RunawayBase RunawayScreaming RunInside RunToToilet RunToToiletAndVomit Scream Source Surprise TerrifiedScream Vomit I imagine replacing some random reactions with ReactionVomit could lead to pretty silly results
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Post by Volta on Apr 8, 2018 17:40:35 GMT
Replacing every reaction with vomit would flood the entire gravenville location with acid and kill every mortal. What a truly genius and horrible idea lol xD
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Post by leotachy on Apr 9, 2018 14:41:20 GMT
I never saw someone vomiting in ghost master, is it a cut feature or am i just blind?
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Post by xavomel on Apr 9, 2018 16:28:14 GMT
I've seen it a couple of times after scaring a mortal really hard in Haunting 101 (it was TK storm I think). The victims runs to the bathrooms and barfs.
As far as I remember there is no elaborate animation for that, just mortal standing over the toilet for a short time (no actual vomit).
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Post by Twintania on Apr 10, 2018 3:58:11 GMT
I have seen them do it a few times.. I think its mostly from powers like Stink or Choking Odor also Queasy will almost always make them puke
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Post by xavomel on May 23, 2018 19:53:29 GMT
Update 0.4.2
Added a new option: Ghost Retraining.
Learned powers can be repicked in the Ghoul Room for the original price.
WARNING: Trainspooking cinematic will no longer be displayed after What Lies Over the Cuckoos Nest is completed for the first time.
I had to remove some code to make space for new logic, figured it can be this animation for now. Maybe in the future I will find some unused code and fix this.
edit: Give me a tell if you find any bugs for this feature. I've tested it pretty extensively, but it's fairly complex so something might've slipped through.
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Post by leotachy on May 24, 2018 9:05:04 GMT
Nice!
This feature is a must for Ghost Master
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Post by Woitek on May 24, 2018 10:23:56 GMT
I've decoded this function some time ago . Good hack. I was thinking about implementing replace power function, but with extra charge for forgetting power.
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