Edible food. - by New Horizon
ascottk on 17/4/2005 at 03:52
I think you need to create a new edible food item under PowerUp:Potion and attach the script to that instead of SetDressing:Food or the edible food will inherit the Food properties. Just a stab in the dark.
SneaksieDave on 17/4/2005 at 04:51
Ohhh, I didn't think to look for the file name, I was searching on the script name. Interesting. Okay so then the gamesys does have to be recompiled with info for any new scripts. And yeah, I'd bet it's just a reference.
I assume then you copied the actual script file over in the triggerscripts/defs folder? Hmm I wonder if you also need to update tsid.txt in the triggerscripts folder, to include the highest number of the scripts. Just a thought.
New Horizon on 17/4/2005 at 13:58
Quote Posted by SneaksieDave
Ohhh, I didn't think to look for the file name, I was searching on the script name. Interesting. Okay so then the gamesys does have to be recompiled with info for any new scripts. And yeah, I'd bet it's just a reference.
I assume then you copied the actual script file over in the triggerscripts/defs folder? Hmm I wonder if you also need to update tsid.txt in the triggerscripts folder, to include the highest number of the scripts. Just a thought.
Will that work with the original missions if I copy the trigger scripts folder over to my thief3 folder? I run a dual installation setup.
New Horizon on 17/4/2005 at 14:11
Quote Posted by ascottk
I think you need to create a new edible food item under PowerUp:Potion and attach the script to that instead of SetDressing:Food or the edible food will inherit the Food properties. Just a stab in the dark.
For simplicity, I just moved the "Food" directory from set dressing to "Inventory". It is now treated like an inventory item, like in the previous games. The only problem is getting it to use the Trigger Script that I created from the copy of the health potion script.
So far, I can frob and pickup any food item and have it appear with the rest of my items. I can then cycle through the items and use the food. It gets removed from my inventory, as it should.
Now, where I'm confused.
If I setup the food with the existing "healthpotion" triggerscript, I hear the standard health potion sound and health is restored by the same amount as a health potion. No problem, that's normal....but not ideal, as food should only restore a small amount.
So, I switch to the copy of the health potion trigger script, "healthfood" and when I try to use the food, it is removed from inventory but there is no sound and no health restored.
The new trigger script I created, ts_4254, is clearly visible in the content/t3/triggerscript/def folder in the editor, so I recreated this directory in my standard Thief 3 folder. When I search through my altered t3gamesys.t3u, the new trigger script is referenced there as well.
I just don't know where the trigger script needs to be in order for the game to see it, or if there is something I'm doing wrong when I compile my new gamesys.
If I understood what Krypt said, the trigger script should be saved to the gamesys.
Very close to success but also very confused. :) Not going to spend too much more time on it as it was just something I was messing around with when I was bored. If anyone can get a new triggerscript to work with the existing missions, please let me know. I would appreciate the knowledge. :)
New Horizon on 17/4/2005 at 15:00
Thought it might inspire some of you to see what I've actually done. I do all my work on a fresh install of T3, so it's not in a Minimalist Project setting.
Pic 1: Edible Food - almost
Inline Image:
http://www.timgormley.ca/~minimalist/bread.jpg Pic 2: Usable Keys - Almost
Inline Image:
http://www.timgormley.ca/~minimalist/key.jpg I've gotten it this far folks. :) Any assistance would be appreciated and fully documented in the next update of Minimalist.
SneaksieDave on 17/4/2005 at 17:42
Ha! Awesome, NH. :thumb:
The answer to this question is vitally important (in case anyone doesn't realize it) because it will also tell us how to distribute custom scripts. This is one that needs answering.
TF on 17/4/2005 at 17:57
Holy crap, NH. If you&the rest of you guys keep this up I'm going to end up liking TDS. :wot:
It's starting to make me feel bad that I've essentially ditched T3Ed to be honest...
New Horizon on 17/4/2005 at 17:57
Quote Posted by SneaksieDave
Ha! Awesome, NH. :thumb:
The answer to this question is vitally important (in case anyone doesn't realize it) because it will also tell us how to distribute custom scripts. This is one that
needs answering.
Exactly. I'm pretty much at a dead end for my part. I've done all my feeble abilities will allow. :)
As for keys, when I try to "use" them on the door by pressing "i", all I get is the sound of pulling a flashbomb. If I frob the door, I go into picking mode. This is after I have the correct key in my inventory.
The key is now set to an inventory type of "item" instead of "key". Is it possible to create new "item types"? If so, perhaps we could create a new manual key type.
rujuro on 17/4/2005 at 18:14
Is it possible that the original game executable loads scripts from the block file for the mission? You may need the editor executable to run new scripts, just a guess. Did you try the edible food by running the editor executable to see if it works?
New Horizon on 17/4/2005 at 18:39
Quote Posted by rujuro
Is it possible that the original game executable loads scripts from the block file for the mission? You may need the editor executable to run new scripts, just a guess. Did you try the edible food by running the editor executable to see if it works?
You mean the T3MainRelease.exe that came with the editor? If so, that is the one I've been using.