Soul Tear on 26/5/2020 at 16:41
I would like to implement the following thing: first, the player must remove objects from the hatch, then he can open it. Here, emitter, receptron, and Set Property FrobInfo will be used. I suspect, this should be somehow connected with TrigPPlate, but inverted. However, nothing worked out for me.
An even more complicated thing is for it to work both ways. For example, you need to remove crates from the footlocker, then it can be unlocked and opened. If crates are returned to their place (this does not make sense, but the player can try it), the chest becomes inactive again, and etc.
Is it possible?
trefoilknot on 26/5/2020 at 17:05
I did something similar to the first thing in Hilbert's Hotel. There is furniture blocking a door and the door cannot be moved until the furniture is moved away. It's not accomplished with anything fancy that controls the door properties. It's just a piece of rubble with a new model which physically stop the door until moved.
The second one would probably require a fancier setup, but definitely possible.
Soul Tear on 29/5/2020 at 17:12
How does it work? When removing stone from the hatch, the hatch must be frobable, after closing the hatch and when the stone is returned to the closed hatch, the hatch must become non-frobable.
Unfortunately, your link doesn't explain anything. All i understood is that I need to put TrigContact on the hatch, and then link it to the stone through ScriptParams, then write Contact in Link Data.
vfig on 29/5/2020 at 20:52
I'm not an expert on trigs and traps, but I think this is how you'd do most of what you want with tnhScript:
Put TrigContact on the stone, and link to the hatch with a ScriptParams, "Contact" link. This will make the stone send TurnOn/TurnOff along its ControlDevice links when it makes or breaks contact with the hatch.
Then create a ControlDevice link from the stone to a marker with (
https://dromed.whoopdedo.org/tnhscript/trapfrobinert) TrapFrobInert. And a ControlDevice link from the marker to the hatch. Add Script>Trap Control Flags and enable Invert. Then when the marker gets TurnOn/TurnOff from the stone, it will disable/enable frobbing the hatch, respectively.
However, this doesn't care whether the hatch is fully closed or not. So for example, closing the hatch onto the stone would still make the hatch frobinert. I'm not sure how you'd do that with existing script libraries, tbh (that's the point where I'd just write a short squirrel script for this specific behaviour, cause it's more familiar to me than wrangling lots of objects and links).