Please ask your basic (newbie) questions in here. - by scumble
Judith on 28/5/2007 at 21:31
Thanks NH, I have version 1.1 DVD, so i couldn't actually check it.
OldMeat on 30/5/2007 at 03:49
I have only got the editor to work from making a shortcut path to the T3.exe and writing in the target window "T3.exe editor" and then use that shortcut directly (I could probably use the shortcut elsewhere as well) in my Thief3Edit folder.
If I try to use ThiefLauncher it does not do anything if I want to use the editor (Thief3Edit), but it will work for the the game (Thief3) even with the paths set at Thief3Edit for the Editor, and Thief3 for the game in ThiefLauncher.
If I use GarretLoader 1.41, it wants to overwrite my application files with newer versions so I cancel the configuration of T3 in GarretLoader for fear of what it might do.
Is there anything I can do do to make T3Ed work in ThiefLauncher and GarretLoader where it will show up and work in both programs?
imperialreign on 1/6/2007 at 22:30
Two meager questions right quick:
1. Just for future reference, a meshes/actor's TriggerScripts; are they executed sequentially in order, or all they all executed simultaneously?
2. Is there any way to "lock/unlock" a switch, until another switch is thrown (like using a switch to lock/unlock a door)? I've tried various properties and scripts, from using the toggle lock script, to attempting to change the highlight distance (doesn't seem to work, I can set highlight to 0, but not back to 128 with a script) and suchforth. Just a bit stumped on it . . .
GlasWolf on 1/6/2007 at 22:56
Two meagre answers:
1. You mean if both scripts are being triggered by the same event? In that case then I'd guess that they would be executed simultaneously (to all intents and purposes anyway). Are you leading somewhere with that?
2. bIsFrobbable?
OldMeat: I followed Komag's tutorial and didn't encounter any issues with either the launcher or GL.
imperialreign on 1/6/2007 at 23:04
Quote:
1. You mean if both scripts are being triggered by the same event? In that case then I'd guess that they would be executed simultaneously (to all intents and purposes anyway). Are you leading somewhere with that?
Naw, it was something I was wonderin yesterday working with some actors and their scripts; I just wasn't sure if they would be executed like lines of programming code, one after the other; or if the engine executes them all together. Like . . . a door controlled by a switch that has the scripts: OpenDoor, CloseDoor, ToggleLocked - does the engine excute OpenDoor, then CloseDoor then ToggleLocked; or does it execute OpenDoor, CloseDoor, ToggleLocked together . . . I guess what I mean in that same example, if they were executed sequentially, then theorheticlly, ToggleLocked script would have to be at the top of the tree, before OpenDoor, CloseDoor - am I making any sense?
Negative, tried that one too; it would do the same as setting HighlightDist=0, it stayed that way and I couldn't get a second script to reset it to it's original value of 128 (or so it appeared in-game).
GlasWolf on 1/6/2007 at 23:18
Ahh, you mean statements within a single script? They are executed sequentially, so order is important. You can drag them up and down in the script editor if you haven't already noticed. Also, remember to end scripts with "Reset script conditions and actions" if you want them to run more than once.
Regarding bIsFrobbable, I've definitely used it before. Maybe the above helps with this question as well? Alternatively, how are you linking the various actors together?
imperialreign on 1/6/2007 at 23:26
communication err . . . ;)
with how scripts are executed, I meant within the actor's properties, - the ToggelScripts property and all the scripts that one places into that tree; not the actual scripts statements - sorry it was a bit confusing, a little hard to describe, y'know?
But, yeah bIsFrobbable 1/2 works . . . it will turn the targeted actor "off", but I couldn't get it to turn that actor back "on", and I was kind of wanting the targeted actor to start "off" - but be able to be toggled back and forth (for some amount of realism, y'know?).
Anyhow, I've been using the TriggerScripts link button, with the shift+L-click on the target actor.
GlasWolf on 1/6/2007 at 23:59
That was what I thought you meant the first time! So I'll therefore revert to my answer of "simultaneously". Put it this way, I wouldn't depend on one being run before the other in any of the actual scripts.
Regarding the frob thing, there are a million different ways to do it with flags, trigger messages and so on. How about just posting your script(s) and we'll check them over? If it's half working as you describe, then I'd bet it's either (i) you're trying to use a link the wrong way, (ii) you're not differentiating between on and off properly, or (iii) you're missing a reset conditions statement.
Go on, prove me wrong. :)
imperialreign on 2/6/2007 at 00:46
yeah, I'll take the screen shots of the scripts or just write them out later (not at home right now); but you're prob right anyhow . . . still learning the engine (especially advanced script editing), and I'm sure there's somethin' I'm overlooking ;)
imperialreign on 2/6/2007 at 06:30
Alright, here's a few screenshots of a few different things I've tried; WallSwitch2_0 is linked to WallSwitch3_0 (the one that I want to be turned "on/off") by means of a TriggerScriptLink. My first attempt was to try using the bIsLocked property with a ToggleLocked script, but didn't work at all:
(
http://img242.imageshack.us/img242/2933/test001vr4.jpg) http://img242.imageshack.us/img242/2933/test001vr4.jpg
Second attempt was by writing a ToggleFrobbable script, to attempt to turn the IsFrobbable property on/off, but made no difference or change in-game, either:
(
http://img237.imageshack.us/img237/1553/test002pf7.jpg) http://img237.imageshack.us/img237/1553/test002pf7.jpg
Another attempt, I tried writing two scripts, one to set HighlightDist to 0 (effectively 'off'), and the other to set HighlightDist to 128 ('on'); this partially worked; if WallSwitch3_0 HighlightDist property is initially set to 128, in-game throwing WallSwitch2_0 WILL turn off highlight on WallSwitch3_0. But, throwing the WallSwitch2_0 again will not turn highlight back on - nor if WallSwitch3_0 HighlightDist is initially set at 0 can I turn it on in-game:
(
http://img510.imageshack.us/img510/1029/test003ub5.jpg) http://img510.imageshack.us/img510/1029/test003ub5.jpg
there've been a few other things I've fiddled with here and there (to no avail), but don't quite remember what they were right off the top of my head . . .
**Sorry, didn't realize I used the wrong link for that 3rd pic - fixed it . . .