ProjectX on 23/8/2005 at 17:14
Well I was customizing the health potion to make you fall slowly (ring any bells) when I cam across a host of weaponry and items that weren't in the game, here's a list:
* Rope arrows
* Sound suppressor
* Clockwork rat
* Keyring
Obviously this is mere speculation but maybe (since we have the smeshes, and - in some cases - the scripts) we could bring these things to a reality? I assume the clockwork rat is a spy drone of some sort, and while we're at it we can make some new stuff too.
Anyone wanna take a look at these meshes can find them in INV_WEAPON_UI -> GarrettInventory
New Horizon on 23/8/2005 at 17:29
Quote Posted by ProjectX
Well I was customizing the health potion to make you fall slowly (ring any bells) when I cam across a host of weaponry and items that weren't in the game, here's a list:
* Rope arrows
* Sound suppressor
* Clockwork rat
* Keyring
Obviously this is mere speculation but maybe (since we have the smeshes, and - in some cases - the scripts) we could bring these things to a reality? I assume the clockwork rat is a spy drone of some sort, and while we're at it we can make some new stuff too.
Anyone wanna take a look at these meshes can find them in INV_WEAPON_UI -> GarrettInventory
I was very interested in the keyring as I have wanted to create a system where your keys are added to the ring and the player must select the key ring from inventory to open a door. No more of this automatic door opening.
ProjectX on 23/8/2005 at 18:23
I wander whether we can detach the camera and move it about on the rat, and then with a press of a key blow up the rat and return to Garrett?
GlasWolf on 23/8/2005 at 18:53
I wonder if it was supposed to be a distraction tool of some sort. If so, it pretty much duplicates the noisemaker which would explain why it was removed. Similar to the sound supressor disk vs the moss arrow.
ProjectX on 23/8/2005 at 19:30
could be, but I envision it as either a remote mine or a spy drone, or both. If it was meant a as a destraction why give it a mesh that basically looks like all the other rats.
Rantako on 23/8/2005 at 20:28
Quote Posted by New Horizon
I was very interested in the keyring as I have wanted to create a system where your keys are added to the ring and the player must select the key ring from inventory to open a door. No more of this automatic door opening.
I tried to do away with automatic door opening too. The problem I encountered was the script condition
When I am used in a way from inventory or something like that; it didn't seem to work. Which is odd, considering it's used in the health potion scripts, and
they work. :confused:
Basically the system I tried to set up was like this:
When the player uses the key from inventory, it fires a script that sends a specific Trigger Message. All the doors that key can open have a script that listens for that particular trigger message, and then queries if the player is within whatever distance from them. Any door the player is in range of would then toggle bIsLocked and open/close.
I tried other things too, but this had the most success - though it doesn't work properly, it does work when the key's script has the condition
When I am frobbed by player, but this only fires when the key is picked up, not when it's used from inventory.
I'll maybe have another attempt at it sometime if I ever get my FM finished
New Horizon on 23/8/2005 at 20:45
Quote Posted by Rantako
I tried to do away with automatic door opening too. The problem I encountered was the script condition
When I am used in a way from inventory or something like that; it didn't seem to work. Which is odd, considering it's used in the health potion scripts, and
they work. :confused:
Basically the system I tried to set up was like this:
When the player uses the key from inventory, it fires a script that sends a specific Trigger Message. All the doors that key can open have a script that listens for that particular trigger message, and then queries if the player is within whatever distance from them. Any door the player is in range of would then toggle bIsLocked and open/close.
I tried other things too, but this had the most success - though it doesn't work properly, it does work when the key's script has the condition
When I am frobbed by player, but this only fires when the key is picked up, not when it's used from inventory.
I'll maybe have another attempt at it sometime if I ever get my FM finished
Ran into similar issues when I tried it. Blech. Haven't tried with the whole keyring yet though. I can only hope it's possible. I'm wondering if we were to change the parent name of Key to KeyRing and give it the keyring object mesh, then mess around with the settings...maybe there would be a way to setup keys so that they are added to the ring but can only be used when it is selected. Might work...it's a similar principle to the whole auto key deal but with the addition of the key ring as a go between. Not making sense now, just thinking out loud.
ascottk on 23/8/2005 at 21:28
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.