New Horizon on 19/9/2005 at 05:13
*shakes head* There is always something with this editor. :) I can't find a way to 'shut off' the upgrade acquired popup and sound. Tried commenting it out in the csc files but then I learned that they didn't actually use that sound ingame, it's the regular objective sound.
ascottk on 19/9/2005 at 05:21
I hope it's not hard coded. Why is there no flag for the lock picks?
New Horizon on 19/9/2005 at 05:26
Quote Posted by ascottk
I hope it's not hard coded. Why is there no flag for the lock picks?
Not sure. Since the game is using the "objective" sound for the "upgrades" I can't simply comment it out if it is hard coded. Bugger. Sent a PM to Krypt asking if he knew anything about how this was setup. I might try Raen as well. Just to see if he could shed some light on things.
Krypt on 19/9/2005 at 06:22
I think the upgrade text and sound are hardcoded to pop up when the lockpick flag is set to true. I don't think there is an easy way around this, unfortunately. In order to circumvent it you'd have to keep the lockpicking flag set to true all the time and find a different way to prevent the player from picking when he doesn't have the picks out. I can't recall the specifics of how locks are set up, and I don't have T-DS or T3Ed installed at the moment to check myself. I'm pretty sure there is a property you can set somewhere on the door or the lock that defines whether or not it is pickable when locked. If you can find this property you should be able to set up a script on it in gamesys that will only make the door pickable when the player has his lockpicks out. If there is no such property you might have to go a step further and find some way you can 'break' the door through script, then fix it again when the player has his lockpicks out. Deleting/adding links, messing with door properties... whatever you can find that would make the game think that it isn't a working pickable door.
New Horizon on 19/9/2005 at 14:28
Quote Posted by Krypt
I think the upgrade text and sound are hardcoded to pop up when the lockpick flag is set to true. I don't think there is an easy way around this, unfortunately. In order to circumvent it you'd have to keep the lockpicking flag set to true all the time and find a different way to prevent the player from picking when he doesn't have the picks out. I can't recall the specifics of how locks are set up, and I don't have T-DS or T3Ed installed at the moment to check myself. I'm pretty sure there is a property you can set somewhere on the door or the lock that defines whether or not it is pickable when locked. If you can find this property you should be able to set up a script on it in gamesys that will only make the door pickable when the player has his lockpicks out. If there is no such property you might have to go a step further and find some way you can 'break' the door through script, then fix it again when the player has his lockpicks out. Deleting/adding links, messing with door properties... whatever you can find that would make the game think that it isn't a working pickable door.
Hmmm, that's what I feared. The current system is so very simple, I would hate to hack all the way around it. I think the best way would be to simply 'break' the upgrades message. ;) It really isn't needed and can be set manually if need be for other items. Thanks for the info Krypt. :)
New Horizon on 19/9/2005 at 15:28
I just tried some last ditch attempts to get around this. I noticed that there was a 'hideclimbinggloves' script,so I altered it but it didn't do what I needed it to do. Unfortunate.
So, I guess that means that we'll eventually have to hunt through the .exe and find where "new upgrade" is fired off and kill it. :) Perhaps the people who made some of the earlier T3 patchers will be able to help..if they're still around.
Edit:
I've sent a PM to Myagi. He seems to still frequent TTLG.
New Horizon on 20/9/2005 at 14:44
The next step in the saga of altering the beast known as T3Ed is lockpicking of course. As I posted earlier, I found a way to allow picking to be activated from the inventory. The problem is that every time they are activated from the inventory...the "new upgrade" message and sound chime plays.
I've been trying to think of a way to bypass this and make hitting the 'use' button activiate lockpicking without all the fanfare. I tried searching through T3Main.exe to see what I could see. In addition to the "playercanlockpick" flag I noticed a few things that interested me.
Lockpick
Enable LockPicking
Lockpickprepare
Lockpickrighttrigger
Lockpicklefttrigger
I'm assuming that flagging "playercanlockpick" to "true" sets off some kind of chain reaction that activates "enable lockpicking" and in turn activates all the rest. With my limited understanding of how the engine works, I thought that perhaps...just perhaps, setting one of these alternate flags to "true" would enable lockpicking without having to view/ hear the upgrade messages. So far, no luck but if this inspires anyone else to dig in. I would greatly appreciate the support. :) I'm really hoping we can find a way to do this without having to hack the .exe...or without leaving it as is. My assumption is that if these things are in the exe and "playercanlockpick" has been added as a flag...then perhaps some of these can too.