New Horizon on 25/8/2005 at 02:26
Been awhile since I've tried to do anything like this with T3Ed, so I think I'm a bit rusty.
Trying to get a working key ring into T3.
Function:
When a key is collected the abilities of that key are applied to the key ring somehow.
Purpose:
To allow the player to select the key ring from inventory and open a locked door manually, instead of automatically.
So far, I've gotten the keyring to at least show up in the inventory. Haven't really tried anything else yet...though I think someone suggested an inventory switch.
Would appreciate any suggestions, ideas, comments as I'm kind of dry at this point.
ascottk on 25/8/2005 at 02:56
Well . . . I working on a similar project. One of my objectives for my map includes finding a chalice, placing it in a fountain, then placing it on a statue. So far it shows up in inventory, you can throw it, pick it up, but I haven't found a way to trigger a script. I throw the chalice into the fountain but the script to complete that objective doesn't fire. I need to find the right conditions in order for it to work.
I'm trying to put a stimulus on the chalice & when it contacts the fountain the objective completes. The InventorySwitch link works.
Quote Posted by ascottk
You might need to change the parent archetype to WorldObject>InventoryObject>PowerUp & make an InventorySwitch link to a functional archetype. I have a chalice I using for my map & it's an inventory item you can select and manipulate. Look at the HolyWaterPotion archetype as an example.
I'm not sure about the key ring though.
Krypt on 25/8/2005 at 18:27
So what is it you're trying to do, more specifically? Do you want to make a keyring object you can see in your hand and it animates Garrett turning the key in the lock and stuff? I dunno if it would be possible to implement something like this without code changes, but who knows. It seems like a lot of work and would just make the game more cumbersome, but if you can get animations and static meshes then it would be worth a try I suppose.
GlasWolf on 25/8/2005 at 18:34
Not animations or whatever, just a single usable inventory object that will unlock a door frobbed with it if the player has picked up the appropriate key. No more automatic door unlocking.
ZylonBane on 25/8/2005 at 18:36
Quote Posted by Krypt
So what is it you're trying to do, more specifically? Do you want to make a keyring object you can see in your hand and it animates Garrett turning the key in the lock and stuff?
I'm pretty sure that's not what he wants. The idea is to strike a balance between the occasionally cumbersome individual key management of classic Thief, and the brain-dead "oh hey I'll just open the door for you without asking or even telling you what just happened" auto-unlocking of TDS. A key ring might also introduce the much-missed ability to
relock doors.
ProjectX on 25/8/2005 at 18:38
what they want is that the key ring appears in the inventory and that you have to select which key to use on the door, Ithink.
New Horizon on 25/8/2005 at 18:59
Quote Posted by Krypt
So what is it you're trying to do, more specifically? Do you want to make a keyring object you can see in your hand and it animates Garrett turning the key in the lock and stuff? I dunno if it would be possible to implement something like this without code changes, but who knows. It seems like a lot of work and would just make the game more cumbersome, but if you can get animations and static meshes then it would be worth a try I suppose.
Pretty much what the others were saying. Not looking for animations, just trying to incorporate the original Thief Style manual unlocking of doors.
Basically, I want to be able to cycle through the inventory, select the "key ring" and thenfrob the door with it to unlock it...if I have picked up the appropriate key that is.
Picking up a key would no longer mean you just blow through the door without knowing if you used a key or not.
One problem is to figure out how "add" any picked up keys to the "key ring".
It was done this way in a Thief 1 or 2 fan mission. I can't remember which one it was. I was rather elegant in that it eliminated the key hunt but still allowed for the player to interact with the world.
I'll keep plugging at it, it must be possible somehow. Appreciate any suggestions you might have Krypt.
I would also appreciate if we could be a little more polite. I'm sure Krypt knows quite a bit about the editor and would likely feel more like helping out if we weren't so snippy. Lets not take our disappointment with the editor out on him.
New Horizon on 25/8/2005 at 19:02
Quote Posted by ProjectX
what they want is that the key ring appears in the inventory and that you have to select which key to use on the door, Ithink.
Nope, this eliminates the need for selecting the exact key. When you pick up a key, its abilities are applied to the key ring. Select the key ring from the inventory, frob door, presto. Might even allow us to relock doors if it works.
ProjectX on 25/8/2005 at 20:23
would the masterkey and mastergroup properties work?
New Horizon on 25/8/2005 at 21:10
Quote Posted by ProjectX
would the masterkey and mastergroup properties work?
Hmmm, not sure. Does master key let you open everything? We wouldn't want that exactly. There would still need to be doors that you can't open if you didn't pick up the right key. Having trouble thinking about it right now, might just set it aside for a few hours.