Flecha das Sombras on 17/5/2006 at 08:22
Thanks for the links. :D
Well.... Komag tutorial taught almost everything about Thief 3 that I know. :rolleyes:
And the Wiki, I read some of it pages before, but didn´t find anything about scripting.
Now I found it, thanks. :cheeky:
Flecha das Sombras on 26/5/2006 at 01:11
Thanks, got the basics. :D
I was able to make some scripts to open doors, inflict stimmulus, etc.
And the room with the fire is almost ready. I used nomad of the pacific´s metod, because I don´t know how to use "emitters" like ascottk said. :erm:
Well, when the player enters the volume, many "FireplaceFlame" appears around. But the problem is that there should be 100 of them, but I can see only some at a time. So they appear and disappear all around. Maybe I should enlarge them.
And there is another problem, they cause few damage and only burn Garrett when he steps really in the middle of the fire.
Is there a way to make the fire bigger, burn a huge area and cause REAL damage? :ebil:
Rantako on 26/5/2006 at 08:59
You could apply the damage using a script - put a volume around the area where the flames are and have someting like
Conditions:
When linked volume(s) [MYSELF] are breached by [Category_Player]Actions:
Apply [5.00] units of stimulus [StimulusType_Fire] to linked object(s) [PLAYER]And then if you wanted the player to keep getting damage you could make two more scripts that loop and check each time if the player's still in the volume, and apply damage if they are. (There's an example of looping scripts in Part 3 of the (
http://ttlg.com/wiki/t35t/mediawiki/index.php?title=Swimmable_Water) Swimmable Water Tutorial - the three damage scripts, although they're probably more complicated than what you would need for this).
Flecha das Sombras on 27/5/2006 at 00:46
It is working! Thanks you all! :D
I needed to use "GostFire", because the "FireplaceFlame" was burning me even with bOutOfWorld to True.
Had some problems with a statue. It should deactivate the trap when the player shoots water on it. But looks like statues don´t feel water.... :nono: So I needed to use a torch instead.
Do you think I should write a tutorial about it?
Rantako on 27/5/2006 at 08:52
Quote:
But looks like statues don´t feel water.... So I needed to use a torch instead.
That's to do with Vulnerabilities. If you look at your torch it will have a Vulnerability link to something, it is that actor which controls what can affect the torch. Look at the vulnerability actors in the actor class browser (sorry, I can't remember exactly where they are) and you'll see a list of all the stims, and whether the vulnerability is 100 percent vulnerable to them, how much damage it does, etc. (This is the same system used to make weapons hurt AIs and Garrett). For something to detect a stim, it has to be fully vulnerable to it (though not necessarily take damage from it). The torch's vulnerability class is fully vulnerable to water, so it detects it, but the statue isn't, so it can't detect it.
So to make the statue feel water, just make a Vulnerability link from the statue to the torch vulnerability class.
Crispy on 27/5/2006 at 09:46
The vulnerability classes are under Actor->MetaProperty->VulnerabilityObject. The one that is closest to what you want is probably FlameLightSourceVulnerability, though you could also try making your own vulnerability class if you wanted to.
Flecha das Sombras on 28/5/2006 at 09:55
Nice, worked! Thank you you two. :thumb:
Now I will make a riddle so the player can guess what he needs to do. :cheeky:
If he fails....:ebil: