rujuro on 27/2/2005 at 21:16
I'm new to Thief editing, but I just had to comment on how relatively intuitive and powerful this scripting system is. In two days I have gone from not knowing anything to creating new functionality and having it work on the first try.
I was able to make a book that catches fire, burns up, and is destroyed very quickly and easily. I think people are going to have alot of success creating new objective types and situations that did not exist in the original game.
Firetiger5 on 27/2/2005 at 23:57
It seems to be a collection of triggers though, nothing like the scripting in UnealEd (Uscript).
rujuro on 28/2/2005 at 01:03
I'm sure that's true, but since I have never delved into that, I don't know what it's capable of. I only know I have been impressed with how much can be altered in Thief thus far.
null on 28/2/2005 at 05:42
You can pull off quite a bit using this scripting architecture. It's not the same as a true language, but you can build entire 'features' with it, depending on whether you have the assets you need.
It's no kismet, but it's one of the more powerful aspects of the editor.
Mortal Monkey on 28/2/2005 at 05:55
Yes, where has the UScript gone? The editor's still in there...
EndlessDespair on 28/2/2005 at 07:29
UScript was effectively amputated from the T3 engine.
d'Spair on 28/2/2005 at 12:52
Quote Posted by EndlessDespair
UScript was effectively amputated from the T3 engine.
Eh, it was one of my favourite features in Unreal engine. :eww: :rolleyes:
Mortal Monkey on 28/2/2005 at 16:57
We can still make T3-compatible scripts with UCC, right? Otherwise you can kiss those rope arrows and whatnot goodbye.
[NAUC]Chief on 28/2/2005 at 17:03
i noticed that in the ed there are rope arrows that u can add to the inventory (tho they dont work - they work as broadheads) and there are ropes under the ladder static meshes.
rujuro on 28/2/2005 at 17:15
There's a rope arrow sound too (it's listed anyway), I wonder if there might be a way to create a hack that would work. For example a script that spawns an actor with the static mesh for a rope at the position of the arrow upon impact. It wouldn't have any cool swing, and Garret's animations would look pretty hokey, but it might work?
My limited understanding of the scripting system leads me to believe something like this could be done, care to correct me?