Aristed on 23/10/2006 at 14:33
I’ve started work on my mission again after having forgotten about it for a couple of months and have arrived at a problem. I want to put a lid on an object. The container and lid are both separate static meshes and I need to make the lid frobable so that Garret can pick it up but not add it to the inventory. This is so the player must find somewhere quiet to put it down before grabbing the loot inside. I was wondering how I would give the mesh this “junk” property as my feeble attempts have failed so far.
nomad of the pacific on 24/10/2006 at 00:29
The easiest way would be to add an item from the Actor Class Browser and change the Object Mesh to the mesh for the lid.
ascottk on 24/10/2006 at 01:09
There is a frobable & a junk property in the in the menu somewhere. Try those. Sorry for not being any more help but this Dark Mod thing's got me busy :thumb:
Krypt on 24/10/2006 at 01:15
If you just want the lid to disappear when you frob it, that's pretty easy to set up. Add the property Highlight>HighlightDist on the mesh and set it to 128 or so to allow frobbing, then put a Triggerscript on the lid that looks like this:
CONDITIONS
-When I am frobbed by player
ACTIONS
-Delete linked object(s) [MYSELF]
If you want the lid to rotate or slide out of the way, you'll need to make it into a door. I don't remember the details on how to do that, but there should be something on the Wiki (
http://ttlg.com/wiki/index.php?title=Main_Page)
Schwaa2 on 25/10/2006 at 21:18
its inventory>type=Junk I believe. this'll let you pick it up and carry it, but you'll have to drop it to pick anything else up. (and Frob Info>World>Move)
Oh whoops, that's T2, wrong forum...
Gestalt on 26/10/2006 at 20:30
Right click it, go to Properties > Add Property > Junk > bIsJunk and set that to True.
Aristed on 26/10/2006 at 20:45
I've tried that, and i get the error
Quote:
Error Message
________________________________________________________________________________
GameUtils::SpawnActor failed to create a new actor of class (StaticMeshActor).
I thing it would work that way if the lid was an actor mesh and not a static.
nomad of the pacific on 26/10/2006 at 22:20
With a smesh, you have to set NotMoveable/physics and NotMoveableRender to false, add havoc physics, add frobability, add physics sounds, etc. :nono: That's why I said it was easier to take a similar sized object from the actor class browser and just change the object mesh. Or you could create a new actor, but that means fiddling with the gamesys. :p
Aristed on 26/10/2006 at 22:42
I’m reluctant to do it now because it sounds to me like id need to use 3dsmax to change an object mesh or in the very least cause big problems when packaging if I made a new one. I’m annoyed though cos when I thought of this it sounded great, I was gonna have the guards alerted by garret opening the sarcophagus. Do you think it would just be easier to make it into a sliding door, is it possible to give this action an ai alerting sound?
nomad of the pacific on 27/10/2006 at 01:15
You could use the same smesh for the lid that you had planned to use. Just select it in the static mesh browser, create an object from the actor class browser and select its property Render/ObjectMesh and select Use. If you do that, it will look like the smesh you selected, but have all the properties of the Actor you used to make it. For example, I created a PotLid from the Actor Class Browser under WorldObj/SetDressing/Kitchen, in the Static Mesh Browser, I selected Setdressing/Wares/GENiWAREcanisterLID (but don't create it), I select the properties for the PotLid under Render/ObjectMesh and select Use. Presto! A Canister Lip with junk properties! :thumb: