I was hoping to have a new video this week showing upgrades to object interaction, but I wasn't finished in time. These upgrades are:
1) The Player _always_ has a _chance_ to try and hack the object (be it via application of strength, science or lockpicking), even if they fall below requirements.
2) The objects are pre-seeded. Meaning, if you failed to hack it, repeat attempts will fail too.
3) Objects are interacted with via a combination of plain English (dialogue), and skill cursor. I'm not sure this is the most intuitive combination, but I have to finish it, already, before messing with it again. By default, one can always just create objects that require the skill cursor and have no interaction dialogue.
4) Party NPCs will now interact with objects when you ask them to try their hand at it. For objects that requires a combination of dialogue interaction and skills, they will interact with them too, just as the player would. Their actions will show in the text window. I'm excited about this because this functionality will give them a certain appearance of aliveness.You'll see what I mean in the next video.
The reason this is taking longer than I thought, is because changes keep dragging out other required changes. For instance, I had to expand SSL to inject function return codes into dialogue, because it is now a widespread feature, not just showing "Hit chance %", but will also be used in various object interactions.
The NPC behavior will require revamping the AN (Artificial Non-intelligence) to have operational sub-modes, which was a long time coming, because it barely functions without falling apart as is, and generates retarded outcomes. I.E. people who are specifically forbidden to fire at each other, under some conditions, will.
The "Hillside Penitentiary" level is actually playable and there's an outcome in which Zed, a prisoner, helped you escape. Zed was scripted to sacrifice himself by attacking the armed guard. Sometimes it worked as intended. Another time, I ran out of the cell, Guard Simmons trailing behind me, Zed trailing behind Guard Simmons, Guard Simmons turned around and shot at Zed, and then the patrolling Superior Guard, who happened to be nearby, got pissed at all the commotion, apparently, because he raised his minigun and splattered Simmons' brains all over the floor. He didn't attack either me or Zed.
Like I said, Artificial Non-intelligence.