SneaksieDave on 15/4/2005 at 22:10
Not the actual frob; I need the highlight event. Is there a way? Am I missing something obvious?
Might as well post the reason I'm asking, because if it can be done, someone will probably figure it out, and if it can't, it won't matter...
I was thinking to make loot glint (sadly, somewhat necessary in T3 at times) only begin after the player highlights the item. So, it would be like you are inspecting it. Imagine: From a distance, no glint beacon. You walk up to an item and highlight it, as if you are about to pick it up. Garrett "evaluates" the item. From that point, loot glint is normal, because Garrett realizes it is valuable. I've found no highlight event, but it should be simple, with many ways to achieve it - after the event, make the glint emitter visible, or resize it, or activate it, etc.
Pros:
-No obtrusive, ridiculous loot glint calling out to you from far away in a room you've never even entered.
-You have the advantage of knowing something is valuable (loot) before you pick it up. If you are in a hurry, you can still screw up, but if you are patient and careful, you'll never have to drop junk again.
Cons:
-None, this is a flawless design. Don't question it, or you will be fed to the gators.
Gestalt on 16/4/2005 at 00:05
I'd like to know this too, actually, though for entirely different reasons.
Bumbleson on 16/4/2005 at 00:12
First of all: A brilliant idea! :thumb:
There are internal ways of passing highlight events between objects. Attachment links do this if bPropagatesHighlight is set to True, and there's a HighlightEvent link doing the same (but without the attachment).
There's a chance that events like this are passed on as a string message, then you could trap it with the corresponding script condition. The problem is to find out if this is the case and what the message string is. Maybe one of the developers knows of a console command that can display object messages?
Dark Arrow on 16/4/2005 at 18:14
Great idea. A lot better way to handle loot glint than what it currently is (I don't want to remove loot glint as it is "necessary").
Although I am a bit curious about the gators you got... :cheeky:
New Horizon on 16/4/2005 at 18:19
Another way would be to create new loot specific textures to replace the existing ones. If they are made distinct enough from junk, then there would be no need for loot glint. :)
SneaksieDave on 16/4/2005 at 18:41
Then, the non-T1&2 style frob becomes the problem (because it looks like crap, and even with replaced frob texture, it's still not distinguishable as it was previously), and the sheer abundance of items. In T1&2 there were very few items to pick up at all, so the chance that something would be junk was much lower. Wantsie that event.
Bumbleson on 17/4/2005 at 18:42
I've looked into it a bit and even went so far as to search binary files for text strings :eww:
The results are not very encouraging. There seems to be a module called "Event Listener" which is listening for events, but it doesn't look like these messages are publicly accessible. There are a number of event strings to be found inside the binary files (example: "kUE_Frob"), but I couldn't find any for the highlight event (or I could, but only as a reference inside a comment). But since this event is clearly propagated in some way, it can only mean that the strings I found are not the real event information. They might be variable names or something like that. In any case, I don't think we have access to these messages, but I'd be glad if somebody could prove me wrong :p
SneaksieDave on 17/4/2005 at 21:55
Could anyone formerly of Ion clue us in?