Please ask your basic (newbie) questions in here. - by scumble
GlasWolf on 2/6/2007 at 14:05
The second attempt is similar to what I've done in the past, so there's no reason why that shouldn't work. On the first switch, do you have a script saying "When I am frobbed by player: Propagate message [Frob] to linked objects [TriggerScript] / Reset script conditions and actions"? If so, we need to find out whether the script is being fired at all.
What I did was to add a test1.sch file into your content\T3\books\english containing:
Code:
VERSION 2.0
TextEntry
t_test
lang_english 2004-02-29 21:48:00 "Script 1 fired"
Then, add an action "Flash non-blocking, formatted text from file [test1] and fade out after [2] seconds", and put it at the top of the script. Test to see if it fires every time, once or not at all.
imperialreign on 2/6/2007 at 15:09
Yeah, WallSwitch2_0 contains the GenericFrob script . . . I followed your advice there by adding in the text file, and the script for it; but it doesn't seem to fire at all - I went ahead and tagged that into the SetHighlight properties and tried that, and neither of those scripts are working now (and they were partially working last night :rolleyes: )
oh - and I fixed the link to that 3rd screenshot a coupla posts back
GlasWolf on 2/6/2007 at 15:57
I've never used the GenericFrob script, might be worth adding in your own version using the commands I listed above. Also worth adding the flash message action into that script just to make sure it's even getting that far.
Remember too the direction of your link is important; try using ~Triggerscript in the frob script or redraw the link so the arrow points in the other direction. Finally, I see GenericFrob is in the switch3 properties in your screenshot - is it also in switch2? Is this supposed to work both ways, i.e. frob either switch and it disables the other? If not, then there's no need for GenericFrob to be on switch3.
imperialreign on 2/6/2007 at 16:09
the way this is will be set up in the end; WallSwitch2, which is positioned now for testing and what-not, is to control WallSwitch3 (turning it on/off - or I'm starting to think maybe just to 'on' based on goals/conditions that the player will have to achieve) and a wallLight actor (to 'indicate' WallSwitch3's on/off condition; oh, and this light does turn on/off with throwing WallSwitch2); WallSwitch3 controls 4 doors ~ 2 hinged doors that are ToggleLocked, and 2 sliding doors that have been remeshed to act as a "locking aparatus" which prevents the two locked hinged doors from opening (all these links and scripts work by means of WallSwitch3).
But, WallSwitch3 is not meant to disable #2. I was just wanting #3 to be toggled on/off by means of switch #2, so that I can start 3 in an inactive start at mission start up; see what I'm sayin?
Here - just to show what's going and how things are set up, make it a little less confusing (even for me at this point :D ):
(
http://img47.imageshack.us/img47/1138/test04copyka7.jpg) http://img47.imageshack.us/img47/1138/test04copyka7.jpg
Anyhow, I'll try writing a different frob script here in a while - got some erands to get done right now . .. ahhh, the pit falls of real life, eh?
GlasWolf on 2/6/2007 at 19:04
OK, I see - well there's no reason for GenericFrob to be in the scripts of switch3 but it won't make any difference. The way I'd set this up:
Two TriggerScript links, one from Switch2 -> Switch3 and one from Switch2 -> RedLamp.
Switch2: When I am frobbed by player: Propagate message [Frob] to linked objects [TriggerScript] / Reset script conditions and actions.
Switch3: When propagated message [Frob] detected on linked objects [MYSELF]: Toggle [IsFrobbable] on linked objects of type [MYSELF] / Reset script conditions and actions.
RedLamp: When propagated message [Frob] detected on linked objects [MYSELF]: Toggle [bLightOn] on linked objects of type [MYSELF] / Reset script conditions and actions.
I'd make sure that bit works before moving on to the locked doors. Looking back through my scripts I see I didn't actually use toggle, instead using "Set [IsFrobbable] to [TRUE] on linked objects of [TriggerScript]". Of course that means it would only work one way.
If all else fails, you could try trigger messages instead of propagated messages and do away with the links. I know Krypt has said he generally used them when scripting.
imperialreign on 2/6/2007 at 22:00
alright, I'll give it a try a bit later when I'm back home - I see what your saying, though . . . switch2 is connected to with 2 trigger links - 1 to switch3 the other to redLamp - everything connected to switch3 (the two moving doors, the two locked doors) works properly. The steel doors are locked closed, throw switch 3 and the bars slide up and the steel doors unlock and can be oppened. If you throw switch3 with the steel doors open, the bars still lower, but the doors will not closed (they're essentially locked in the open position). But, I'm alright with that, honestly. I guess I've tackled this moving backwards from the final setup to the initial control.
But, I was starting to wonder how effective it would be to go about this issue similar to how the LockdownGateSwitch in HH1 is done, using a variable that is set to either true or false, and the switch only propagates the [Frob] command if the variable is true.
Hey, thanx for all the help so far, man - it's appreciated :thumb:
*** Well, following that advice still doesn't seem to change everything, so . . . I'm going to start all back over from the start - I'm going to delete the TriggerScript attachments, all the scripts from the actors, and I think I'm going to try and set it up using T/F flags and messages on the actors - so, we'll see how it goes . . .
imperialreign on 7/6/2007 at 00:10
Well, an update as to the current situation . . . I took a few days away from my problems, came back with a clear head, cleared all scripts and links on those actors . . . I wrote a few scripts that just set a flag to true/false, based on another flag being set or an actor being frobbed. Anyhow, I didn't make much progress. I have everything able to start in an 'off' state, and the scripts will change HighlightDist to 128, but for some reason I can't get them to reset to 0. Maybe I'm setting up the Set[Flag] command improperly, IDK. But, all the scripts are firing, I made sure of it, but values just aren't being changed for whatever reason. Unless I can figure something out, or the reason I can't reset those properties, then maybe I'll just leave it as it is now.
Feels like I took a step forward, and yet still didn't get anywhere :confused:
nomad of the pacific on 7/6/2007 at 02:59
I've also experienced problems changing values more than once. Toggles work OK, though.
imperialreign on 7/6/2007 at 21:25
Yeah, I tried everything I could think of, but to no avail - They can all start "off" and be turned on, or all start "on" and be turned off; for some reason I just can't get them to reset to their original state. Oh well, I'll find a way to work around it
imperialreign on 17/6/2007 at 21:50
anyhow, finally got the setup to work in a fashion that I'm happy with, and that will work with the FM plot. Never did figure out what I originally intended to do - I'm guessing maybe certain properties cannot be continuously toggled on certain actors or something to that effect, I'm prob wrong though.
Asides, a couple of piddly questions:
1. Is there anyway to set a doorlock to 'unpickable' - requiring a key to open? wait . . . :idea: I think I just answered my own question! I will find out . . .
2. Is it possible to make a custom map for the mission that will display in the HUD in-game?