bukary on 21/2/2006 at 10:02
I am still learning T3Ed. I am not familiar with its scripting yet. I've made a list of things I'll need in my FM. All of them were possible in DromEd. Are they also possible in T3Ed? I am not asking about specific instructions on how to create such an effects. But there are many T3Ed experts (and there is Krypt) here. What I'd like to know is if these things are possible at all. What's your opinion? And if someone already has some suggestions / knowledge about such effects, that would be great! :) I'd like to know if I can do what I want (and what is necessary for my story) before placing brushes in the world.
[+] - It is in the game, so it should be possible.
* - As far as I rememeber, it's not present in the game.
1) Custom conversations with AI gestures [+]
2) AI disappearing after some time *
3) Combination locks (like the ones used with the safes) *
4) Frobbing the object makes the sound play [+]
5) Custom conversation starts after some object is frobbed, say, three times *
6) The doors opens only if the player has some object in the inventory *
7) If the player has two specific objects in the inventory, the third objects appears in the inventory and the previous ones disappear (after picking up the second object) *
8) The player can carry books and read them whenever he/she wants *
9) The door opens only if the player frobs few buttons in proper order *
10) If the player has some object in the inventory, specific kind of AIs ignores him/her *
11) If the player has some object in the inventory and uses it (selects the object from the inventory), AIs hurt him less *
12) Custom conversation starts when the player selects the object from the inventory *
13) AI gives player some object during conversation *
14) The player can use some objects (ingredients) on another object (jar) and make some custom object (jar with some substance) *
15) Some object is destroyed (if the player has another object in the inventory) and becomes flinders *
16) If the player enters some area, he/she is constantly (but very slowly) loosing health *
17) The player stops loosing health, if he/she uses some object *
18) The mission ends (fails), if the player kills some person [+]
19) If three specific objects are destroyed (eg. thrown into the fire), some AI disappears *
20) AIs with custom skins and behaviors *
21) Optional (visible) nad bonus (invisible till the player fulfills them) objectives *
So... are these things possible? Yes or no? Thanks in advance for your help! :)
Henri The Hammer on 21/2/2006 at 10:49
I'm not sure about anything else, but 2) AI disappearing after some time IS possible. :p
And 6) The doors opens only if the player has some object in the inventory, I think it can be possible just trick TDS that the object is a key.
Crispy on 21/2/2006 at 11:04
I'm really not sure about these questions, so I didn't answer them: 1, 2, 8, 13.
3) Combination lock
Yes, Rantako made a working combination lock - see the wiki.
4) Frobbing makes sound play
Yes, this is simple scripting.
5) Custom conversation starts after some object is frobbed, say, three times
Should be.
6) The doors opens only if the player has some object in the inventory
Yes.
7) If the player has two specific objects in the inventory, the third objects appears in the inventory and the previous ones disappear (after picking up the second object)
Yes.
9) The door opens only if the player frobs few buttons in proper order
Yes.
10) If the player has some object in the inventory, specific kind of AIs ignores him/her
Hmm... bit complex, but sounds possible. I imagine it would be implemented using some combination of pickup/drop scripts and AI faction changes.
11) If the player has some object in the inventory and uses it (selects the object from the inventory), AIs hurt him less
Complicated, but I think it could be made to work, with effort. Depending on how you want to select the object.
12) Custom conversation starts when the player selects the object from the inventory
Select? Don't think so. Use ("I" key)? Yes.
14) The player can use some objects (ingredients) on another object (jar) and make some custom object (jar with some substance)
Probably, yes, in a limited and clunky fashion.
15) Some object is destroyed (if the player has another object in the inventory) and becomes flinders
Depends how you want to trigger that, but I'd say so yes.
16) If the player enters some area, he/she is constantly (but very slowly) loosing health
Yes.
17) The player stops loosing health, if he/she uses some object
Yes.
18) The mission ends (fails), if the player kills some person
Yes.
19) If three specific objects are destroyed (eg. thrown into the fire), some AI disappears
Tricky to get the destruction happening, but probably yes.
20) AIs with custom skins and behaviors
Behaviours can be tweaked. No idea about skins. I know we can do ordinary textures though, so quite possibly skins will also work.
21) Optional (visible) nad bonus (invisible till the player fulfills them) objectives
I think so.
bukary on 21/2/2006 at 11:28
Thank you for the replys! :thumb:
8 and 13 are very important.
Quote:
8) The player can carry books and read them whenever he/she wants*
As far as I remember, NH tried to achieve this. I'm not sure if he succeeded. :(
Quote:
13) AI gives player some object during conversation*
And what about "AFTER conversation"? Garrett was presented with the note from Artemus after he visited Bertha. :confused:
New Horizon on 21/2/2006 at 14:32
Quote Posted by bukary
Thank you for the replys! :thumb:
8 and 13 are very important.
As far as I remember, NH tried to achieve this. I'm not sure if he succeeded. :(
Inventory books are in T3EnhancED.
bukary on 21/2/2006 at 14:36
Quote Posted by New Horizon
Inventory books are in T3EnhancED.
Great! Congrats! :thumb: Does making them require a lot of tweaking?
New Horizon on 21/2/2006 at 14:48
Quote Posted by bukary
Great! Congrats! :thumb: Does making them require a lot of tweaking?
Nah, not really. It's in the Wiki somewhere. I think it was ProjectX who did a write up on it.
(
http://www.ttlg.com/wiki/wikka.php?wakka=InventoryBooks)
The only real change I made was that I didn't put them under the 'potions' archetype. I created a whole new archetype based on potions and called 'that' InvBook. That way, it's much move clean.
bukary on 21/2/2006 at 14:58
Quote Posted by New Horizon
Nah, not really. It's in the Wiki somewhere. I think it was ProjectX who did a write up on it.
(
http://www.ttlg.com/wiki/wikka.php?wakka=InventoryBooks)
The only real change I made was that I didn't put them under the 'potions' archetype. I created a whole new archetype based on potions and called 'that' InvBook. That way, it's much move clean.
Thanks for the info, NH! :thumb:
So... there's only one more thing to find out:
Quote:
13) AI gives player some object during conversation*
Rantako on 21/2/2006 at 17:30
13) AI gives player some object during conversation*
Yes. AIs in conversations can't interact with Garrett, but you could make it look like they were with scripting (have them play an animation and add whatever objects to inventory)
Krypt on 21/2/2006 at 20:55
You should be able to do pretty much all that stuff through scripting and FactionModel/SensoryModels. Some of the stuff with inventory objects might be a little tough because there isn't a lot of support in script for doing stuff with objects in your inventory, but I'm sure there would be a way to hack your way around it and achieve the desired effect.