View Full Version : Ghosting
10-31-2002, 12:29 PM
Been reading a lot lately about Ghosting, didnt think anything about it when I made Curse of The Ancients, so it's pretty much impossible to Ghost.
I'm about to start on the AI and scripted events on my latest mission, Dark Hammer, and have some questions on Ghosting;
As it is a haunted mission, there are a few ideas I have for total surprise and encountering AI (ghosts), but doesnt mean any fighting has to take place. Basically, the ghost becomes aware of your presence and disappears. Is this acceptable?
Similar to the Eye in RTC, i plan to have an object that will talk to you, but not harm you in any way. Any problems with this?
10-31-2002, 01:08 PM
How does the ghost become aware of my presence? Does he go alert and then disappear or does he just disappear if I get too close? For example, does he stagger back like AI do when they hit 3rd alert, or does he just vanish without any alerts at all? I don't see how this could be a bust, but I need more info before I state my opinion further.
Also, there shouldn't be any conflicting problems with having something similar to "The Eye".
10-31-2002, 03:25 PM
If he is a "friendly" AI then it's not a bust. In many FMs, you are supposed to go meet someone. They don't look for you. When you approach and get to a certain proximity range, the AI activates and [sometimes walks over and] talks to you. In Hallucinations, for example, a ghost appears at certain trigger spots to give you background information or clues. The ghost appearing is not a bust.
11-01-2002, 12:11 PM
One ghost disappears as soon as you see it, the other runs away on alert and vanishes through a secret door which reveals important information.
11-01-2002, 01:42 PM
Does it actually go on alert or does it "go on alert" and run through the door by script?
11-02-2002, 06:16 AM
Yeah, it goes on alert, then runs to the door.
11-02-2002, 10:47 AM
It doesn't sound like these AIs (ghosts) are friendly; else, they wouldn't run away. It sounds like they are defined as hostiles (but unharmful hostiles). It appears similar to when Garrett is manuevering through a town where unarmed townsfolk will run away when they alert to Garrett's presence (by sight and/or sound). These are 2nd level alerts and a ghost bust. If the townsfolk were indeed friendlies then they would not run away when they spot Garrett and there would be no ghost bust.
11-03-2002, 07:54 AM
Ok. I'll think of something else then.
11-03-2002, 09:51 AM
Just remember that a mission is never required to be ghostable. I would suggest you first try to make an excellent mission of non-ghosters and then consider what, if anything, you do for the unghostable situations.
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