New Horizon on 1/5/2005 at 02:11
I've been trying to figure out if this would be possible with a trigger script but I can't seem to get it to work. Seems like the loot glint is hard coded or something. I'm assuming it's the Loot Glimmer emitter but I have no idea how to control it, destroying the links doesn't kill it ingame.
I would either like to:
A: When player frobs a piece of loot, it plays the loot glint animation.
B: When player is within a certain distance of the loot, the animation plays.
I think this would add to the quality of the hunt in future fan missions as you would not be able to see the loot from ridiculous distances. Of course, we will most likely be able to add our own loot props to the editor now with detailed loot textures so we won't have to rely on loot glint.
All the same, any ideas?
Orkin Man on 1/5/2005 at 03:06
I haven't messed with scripting all that much yet, so I can't really help out there, but I did like one idea someone posted here where the loot glint would appear when you highlighted the loot, so it would be like Garret "appraised" it.
This would avoid having to double-frob the loot, and avoid the "here I am, take me!" that loot glint added to the gameplay, while still giving it a good use.
Again, I'm not experienced in the scripting department so I don't know if it's possible, but I thought it was a cool idea.
New Horizon on 1/5/2005 at 03:35
Quote Posted by Orkin Man
I haven't messed with scripting all that much yet, so I can't really help out there, but I did like one idea someone posted here where the loot glint would appear when you highlighted the loot, so it would be like Garret "appraised" it.
This would avoid having to double-frob the loot, and avoid the "here I am, take me!" that loot glint added to the gameplay, while still giving it a good use.
Again, I'm not experienced in the scripting department so I don't know if it's possible, but I thought it was a cool idea.
Yeah, that would be my first choice as well. Just can't seem to make it work. I'll keep trying though
Bumbleson on 1/5/2005 at 11:01
Yes, that idea was brilliant and I wish it could be implemented, but highlighting seems to be an internally processed event message, which is not accessible through the scripting system, or at least I haven't found out how to do it.
TF on 1/5/2005 at 11:07
In my opinion the glint should be much more subtle, and only play when the player is close and if there's light around, something shiny needs light to glint, right?
OrbWeaver on 1/5/2005 at 11:55
Could this not just be "hacked" by using a more subtle loot glint that is difficult to see from long distances?
Orkin Man on 1/5/2005 at 13:54
Quote Posted by OrbWeaver
Could this not just be "hacked" by using a more subtle loot glint that is difficult to see from long distances?
Back before the editor was released I used a texture to make the glint 1/4 size on my copy. It worked MUCH better this way, but it took hex editing. Now that we have the editor, we may be able to do this through the gamesys...
New Horizon on 1/5/2005 at 14:23
Quote Posted by OrbWeaver
Could this not just be "hacked" by using a more subtle loot glint that is difficult to see from long distances?
It has been done this way but it would be better to do it through the gamesys if possible.
The hilighting system doesn't look like it will be the way to get this to work. I'm thinking it will have to be plan B, a distance related activation. I think that would be fine as well since you could make it so that you're practically on top of it before it gleems.
SneaksieDave on 1/5/2005 at 15:53
Quote:
one idea someone posted here where the loot glint would appear when you highlighted the loot, so it would be like Garret "appraised" it.
Right, started this topic (
http://www.ttlg.com/forums/showthread.php?t=95829&highlight=loot) here originally.
The glint itself can be deleted, just FYI.
New Horizon on 1/5/2005 at 17:14
Have you been able to get rid of the glint emitter? I've been working on that but can't seem to see where I need to remove it from the gamesys to stop it from happening. I'm assuming that it must be attached to "loot" somewhere...or does it need to be hexed out in the map or exe files? If we can work out where it's controlled from, we might be able to make it work with a distance based trigger script. :)