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Feature/95 daedalus active perceptions - Assesslayer + AssessTalk #155

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merged 26 commits into from
Oct 11, 2024

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JaXt0r
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@JaXt0r JaXt0r commented Oct 5, 2024

Done

  • Perception logic is implemented inside AI behaviour
  • Perc_Assessplayer is implemented

To test

  • GameConfiguration: SpawnNpcs=true
    • NpcIds
      • 1 - Diego
      • 201 - Jackal
      • 233 - Bloodwyn
      • 536 - Kyle
  • Start game
  • (new) Diego will start talking to us on his own
  • When clicking "END" is Chapter 2 starting?

Out-of-scope

@JaXt0r JaXt0r mentioned this pull request Oct 5, 2024
7 tasks
@JaXt0r JaXt0r added the quick ▶️⏩ label Oct 5, 2024
@JaXt0r JaXt0r marked this pull request as ready for review October 5, 2024 10:22
JaXt0r and others added 19 commits October 6, 2024 17:12
…nvincible state (isInDialog) is now resetted automatically via Daedalus. Next: Handle ZS_TALK_LOOP return value for LOOP_END.
…alog

ugly hotfix Continuous perceptions (even after Diego dialog)
… call Daedalus.AI_ProcessInfos -> GUZ.StartDialog in the end)
@JaXt0r JaXt0r changed the title Feature/95 daedalus active perceptions - Assessplayer Feature/95 daedalus active perceptions - Assesslayer + AssessTalk Oct 11, 2024
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Let's get it! Awesome stuff.

@JaXt0r JaXt0r merged commit b5c3a12 into main Oct 11, 2024
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@JaXt0r JaXt0r deleted the feature/95-daedalus-active-perceptions branch October 11, 2024 10:52
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