I just posted this in the thread about the AI skill level, & though I should probably mention it here, since the mappers need to know this, not the players:
You can make bots turn lights back on, the map just has to be set-up so that bots will pay attention to light switches. I achieved it in my map, with a SuspiciousThing & a single Trigger:
-Place both the SuspiciousThing & the Trigger on the light switch
-Set the InitialState of the trigger to OtherTriggerToggles
-Give both the SuspiciousThing & the Trigger a tag equal to the event of the light switch
-Set the event of the Trigger to the tag of the light switch (the lightswitch must have "bTriggerCausesFrob = True")
-Set the Trigger to be activated by ClassProximity & use TGuard as the class
-If the light is initially switched on, then set the SuspiciousThing & the Trigger to be initially deactivated, or vice versa
-Voila, bots will now turn on any lights if they can see the switch
I really suggest that someone puts this in the next version of Aquatone, maybe just for the corridor lights, it makes them a lot more convincing.
The above solution is missing a few minor details (eg. the collision cylinder of the Trigger, properties of SuspiciousThing) which I assume all you talented mappers would figure out anyway
You can make bots turn lights back on, the map just has to be set-up so that bots will pay attention to light switches. I achieved it in my map, with a SuspiciousThing & a single Trigger:
-Place both the SuspiciousThing & the Trigger on the light switch
-Set the InitialState of the trigger to OtherTriggerToggles
-Give both the SuspiciousThing & the Trigger a tag equal to the event of the light switch
-Set the event of the Trigger to the tag of the light switch (the lightswitch must have "bTriggerCausesFrob = True")
-Set the Trigger to be activated by ClassProximity & use TGuard as the class
-If the light is initially switched on, then set the SuspiciousThing & the Trigger to be initially deactivated, or vice versa
-Voila, bots will now turn on any lights if they can see the switch
I really suggest that someone puts this in the next version of Aquatone, maybe just for the corridor lights, it makes them a lot more convincing.
The above solution is missing a few minor details (eg. the collision cylinder of the Trigger, properties of SuspiciousThing) which I assume all you talented mappers would figure out anyway