I'm trying to create a timed fire immunity and levitation potion with air control. - by RandomIndividual999
RandomIndividual999 on 18/4/2020 at 19:12
Quote Posted by R Soul
The FireProof metaprop is in the T2 gamesys but not TG. Fortunately there's nothing special about it (i.e. it doesn't use scripts unique to T2), so you can just add it yourself with this receptron:
Inline Image:
https://i.postimg.cc/ZKPc9R88/image.pngThis is the T2 location, but the main thing is that it doesn't inherit anything else (e.g. Vulnerabilities and Resistances are emtpy and just used for grouping things):
Inline Image:
https://i.postimg.cc/y6TNGCs1/image.pngHowever, there's going to be more to it than just replacing the effect of the speed potion. The archetype has a script, also called SpeedPotion. This page explains what all/most of the scripts do: (
https://www.thiefmissions.com/telliamed/scripts.html#speedpotion)
In T1/G, it just adds and metaprop and sends a message. The metaprop has another script (also mentioned in the link above) which responds to the message. Unfortunately, that script handles both the speed
and the timing, so you can't just remove it and add fire invulnerability. I'm fairly sure it can be done with custom scripts, but I'm not sure if its wise to go in to that at this stage in your Dromed life or if it'll be information overload.
1. Thank you kindly for sharing your knowledge. I've never done custom scripting, so yes, perhaps you're right.
In that case, is it more simple to have an object that adds fire immunity when held by Garrett, but is removed when dropped by Garrett? If so, how would I go about doing that in Thief Gold DromEd?
2. Is it possible to give Garrett air control when levitating in a room with minus gravity? Someone advised me to try adding "1.00 Base Friction" under "Physics -> Model -> Attributes" for Garrett, but no luck. I made a YouTube video just in case I wasn't doing it properly.
(
https://www.youtube.com/watch?v=fqEGya9q8p0)
Thank you.
R Soul on 26/4/2020 at 20:05
It's been a while but I hadn't forgotten about this.
Regarding that video:
After you created the room brush and set the gravity you then selected Portalize. That's not necessary step. Portalize handles the terrain and lighting. When changing room brushes, the necessary menu item is Build Rooms Database. But that may not be needed in this case...
When setting the base friction to 1, also set the gravity (in the Attributes property) to 0. Full air control. However, making that change in the object hierarchy makes it permanent. It's possible to have the property assigned dynamically during game when entering a room, and removed when leaving. Sorting out the trigger (and turning it off) can be done at a later date when you're more used to Dromed and the basics of triggering things.
RandomIndividual999 on 27/4/2020 at 11:19
Quote Posted by R Soul
It's been a while but I hadn't forgotten about this.
Regarding that video:
After you created the room brush and set the gravity you then selected Portalize. That's not necessary step. Portalize handles the terrain and lighting. When changing room brushes, the necessary menu item is Build Rooms Database. But that may not be needed in this case...
When setting the base friction to 1, also set the gravity (in the Attributes property) to 0. Full air control. However, making that change in the object hierarchy makes it permanent. It's possible to have the property assigned dynamically during game when entering a room, and removed when leaving. Sorting out the trigger (and turning it off) can be done at a later date when you're more used to Dromed and the basics of triggering things.
Hello. Thank you kindly for getting back to me. You've been very helpful. :thumb: