Please ask your basic (newbie) questions in here. - by scumble
Bardic on 22/8/2005 at 16:32
Ahh, excellent Ziemanskye.
Now I have to decide to go to work, or to stay here and build my mission some more. Or better Yet, hijack the computer at work to build the mission there.
Dark Rat on 23/8/2005 at 00:45
Quote Posted by ProjectX
I think this is possible, just. You'd need a custom script with a timer, and you'd probably need some complex flag system and you'd need the action "follow the player" and "stop following the player"
Thanks, Project X! I'll do a search for information on custom script timing and "follow(ing) the player" and see what I can find. I appreciate your help.
ProjectX on 23/8/2005 at 18:29
I'm working on a potion that makes the player jump twice the normal height, I've tried changing the gravity property on Garrett, and I've tried changing the Jumpheight property on Garrett but none of these work. Anyone come across something that might be helpful?
Rantako on 23/8/2005 at 20:10
You can change the Jumpheight property on the PlayerGarrett archetype in the editor, but unfortunately its one of those things you can't change in-game. I tried to make something similar a while back, with no success. If you do change the jumpheight, make sure you change the property that sets how high Garrett can fall from without being injured, or he will get splatted every time you jump.
ProjectX on 24/8/2005 at 11:36
Is there a way to change vulnerabilities mid-game? This is my last hope for anything resembling a slowfall potion.
EDIT: Also is there a way to make the player wall-climb up a volume or a brush with a texture that doesn't normally have the bclimbable property set to true?
Rantako on 26/8/2005 at 16:05
Has anyone managed to make a book you can pick up and read from inventory? I've tried (and failed). It would be an extremely useful thing to have, especially for clues/riddles in missions.
Ok, its not really a newbie question...
ProjectX on 26/8/2005 at 17:27
I'll take a crack at it, it doesn't look as if it should be too hard, it all depends on whether there are the right actions I suppose.
rujuro on 26/8/2005 at 18:00
I've moved this here since it was slightly off topic where it was:
How does one go about using an object from their inventory while frobbing (or just highlighting) something in game. In much the same way the keyring is applied to the door (in the other thread), could you select a stone that was put in the inventory and use it on some sort of socket in the wall to place it there? Are there conditions for this that combine an inventory object with a frob in the world?
ProjectX on 26/8/2005 at 18:31
Uh, you could do it with a volume, but AFAIK not with a highlight.
You could do:
When linked volumes [MYSELF] are breached by [category_player]
Set flag [StoneRecepticleVolume] To [TRUE]
and then:
When I am used in a way from the inventory
Query if [StoneRecepticleVolume] is [EqualTo] [TRUE]
Do what you want to do with that stone.
BTW with this inventory book thing:
I've got it so it appears in your inventory, just tweaking things so that it is readable, btw. the book is read when you frob it to pick it up as well as when it's used from the inventory, this seems to be hard-coded and there's nothing I can do about it, however it isn't gameplay impeding, and probably more useful anyway.
ProjectX on 26/8/2005 at 18:41
Worked it all out. Thi needs to go on T3 functonality progress thread.
My tutorial (this requires the changing of the gamesys, so make sure it's backed up):
BOOKS IN THE INVENTORY:
1. First open the actor class browser. Expand WorldObj -> InventoryObject -> Potion. Add a new class called "InvBook". This will be our base folder for all the future types of book we make. I chose to put it in potions because potion has a lot of the base properties we need.
2. Create a new class under InvBook and give it a suitable name, right click on it and select placeable/unplaceable, your book can now be added to a level.
3. Open the script browser and create a script, we'll call it "InventoryBook". Our script is quite simple and will look like this:
CONDITIONS
When I am used in a way from the inventory
ACTIONS
Show the book that this script is on
Reset script conditions and actions
It really is that easy!
4. Now select InvBook (the folder) and add the properties: book -> bIsBook and book -> BookFileName. Leave BookFileName blank but set bIsBook to true. Then add Frob -> FrobBias, IsFrobbable. Set FrobBias to 16 and bIsFrobbable to True. Next add Highlight -> HighlightDist and set that to 128.
5. Now we need to customize how it is used in the inventory. Add inventory -> bCanUseWhileClimbing, bDeleteOnUse, bDontUseOnFullHealth and bIsStackable and set these to false, add bIsInventory and set that to true. Then add InvType and MaxInventoryStack. Set InvType to ITEM and MaxInventoryStack to 0.
6. Now for adding the script, with the InvBook still selected, add the properties Scripts -> TriggerScripts and bEnableScriptInherit. Set ScriptInherit to true and add a script to the TriggerScripts array, set the script to the one we just made. Now go to File -> Save Selected Packages and File -> Export Changed Scripts.
7. Add the book subclass to your level, open it's concrete properties and add Book -> BookFileName, add the name of an existing book (.sch files found in CONTENT -> T3 -> Books -> English) except change the name from *.sch to *.txt. Now rebuild, save and run your map. When you frob the book the book will appear as readable, but is also selectable and usable from the item inventory (you'll have to select your items using the scroll item inventory buttons)
There's only one problem. The book's poorly aligned.
8. Go back to your InvBook class, right click and select "show links". Add a link from "InvBook" To "BookModelPageUI" with the flavor being "HUDRender". now save the packages, export the scripts, rebuild the map, run the game and try it out!
NOTE: This is also possible to add to the existing books in T3 OMs, all you have to do is change the Readable -> Book in the same way as above, although a few methods will need to be different, I'll leave you to have fun experimenting.
NOTE2: This was a rushed attempt to get the functonality working, it may need improvements. You may also want to add CastShadows too and physics properties too.
NOTE3: You can now add any type of book underneath InvBook and it will only need the absolute minimum of properties changed (just the mesh and the book reference)