New Horizon on 3/11/2005 at 04:07
Thought you might all enjoy seeing this.
I finally hacked Inventory Selectable Lockpicks into T3. It's simple, it's hacked and it works. Once I make sure it hasn't broken anything else, I'll explain how I did it.
(
http://www.timgormley.ca/lockpicks.avi) http://www.timgormley.ca/lockpicks.avi
Crispy on 3/11/2005 at 05:03
Awesome!
I wouldn't mind seeing a similar method used for keys - the use-as-a-potion style (seen in at least one T3 FM thus far) doesn't really do it for me. I assume you're doing keys in a similar way to this?
New Horizon on 3/11/2005 at 05:23
Quote Posted by Crispy
Awesome!
I wouldn't mind seeing a similar method used for keys - the use-as-a-potion style (seen in at least one T3 FM thus far) doesn't really do it for me. I assume you're doing keys in a similar way to this?
Hmmm, not sure what you mean. Keys and lockpicks are now setup to behave as they did in T1 and T2...although with the same T3 limitations as everyone else using this method will experience. I created a class outside of the potion archetype however...as I didn't want to group my keys in there.
In my T3Ed installer version, the FM author can either choose to use the "keyring" or 'standard keys'. The keyring collects all keys in one inventory slot, so you don't have to cycle through trying them all and the standard keys still require you to cycle through them. The player must press the 'use' key to try a key on the door.
The lockpicks are the same, you have to cycle through to them in your inventory and then press the 'use' key to activate them. There is really no way around that unfortunately as they need to be activated in some way. :)
I overwrote the default 'click/ throw' sound of inventory items and replaced it with a very subtle shuffling of clothing. This also plays when you throw an oil flask but it works just as well. I always thought that it sounded way to much like a grenade.
Water flasks are no longer throwable in this version as they are used in the traditional way of blessing your water arrows.
Crispy on 3/11/2005 at 06:30
Quote Posted by New Horizon
The lockpicks are the same, you have to cycle through to them in your inventory and then press the 'use' key to activate them. There is really no way around that unfortunately as they need to be activated in some way. :)
Ah. This is what I meant. I find having to press the Use key to activate lockpicks/keys really awkward, especially as I never use it (health potions are for people who take damage :rolleyes: ). It would be better if you could just have them selected and frob the door, which was the impression I got from the video (the keyboard wasn't in shot ;))... but, as you say, now that I think of it there isn't any straightforward way around this. :erg:
Maybe I should hack T3 after T3Ed and add in new scripting commands. :cheeky: (Just kidding... though I'd really really like to be able to do that, my skilz are not quite l33t enough. One glance at a disassembler and my brain turns to cheese.
Swiss cheese.)
Quote Posted by New Horizon
This also plays when you throw an oil flask but it works just as well. I always thought that it sounded way to much like a grenade.
Yeah, me too. A clothing shuffle sound is definitely better.
Quote Posted by New Horizon
Water flasks are no longer throwable in this version as they are used in the traditional way of blessing your water arrows.
Can you still create holy water puddles on the floor so zombies won't walk through them? I liked that bit. :)
STiFU on 3/11/2005 at 12:29
Hey great. Someone finally got those inventory lockpicks working. I think having to "use" them first is like taking them out of the bag, so i dont mind to press a button before frobbing. But is it perhaps possible du read out the invname which is shows up onscreen? Because then a "querry if invname is equalt to lockpicks" could be set perhaps on every cycle through the inventory. But thats off-topic... :)
Is it that hud from the minimalist project? It looked good on the video, but when i saw it ingame it still needed some tweaking. looked a little bit awkward. But the rest is great.
Quote Posted by Crispy
It should be possible to customise all keyboard shortcuts. I'm not quite there yet, and it might not be very pretty to set up in the first release, but it should be doable.
YEEEHAAAW! Good news all the time... T3edit is not very userfriendly until now, but you two are really doing great work. Is there a hall of fame or something like that here? ;)
Quote Posted by Crispy
Can you still create holy water puddles on the floor so zombies won't walk through them? I liked that bit.
That could only be done by shooting a water arrow on the floor, because they arent throwable anymore. So is it possible to shoot an waterarrow on the floor so that theres a holywater puddle?
New Horizon on 3/11/2005 at 13:00
Quote Posted by Crispy
Can you still create holy water puddles on the floor so zombies won't walk through them? I liked that bit. :)
Not at the moment, I'll look into adding it but that may end up being a tad bit of overkill since the arrows give back so much control to the player. Basically, if you shot a zombie, it would be hit by the holywater stim from the impact and would then be standing in a puddle of holy water that would end up killing it immediately. Doesn't give those poor shuffling bastards much of a chance now, does it? ;)
Quote Posted by Stiffu
Is it that hud from the minimalist project? It looked good on the video, but when i saw it ingame it still needed some tweaking. looked a little bit awkward. But the rest is great.
Yup, that is mostly the minimalist/ classic hud. I've done some minor tweaking to the compass/ gem combo.
rujuro on 3/11/2005 at 14:32
Just an FYI, you can remove the extra step of having the player use the lockpick, then use the door by adding "cause an event to happen as if frobbed by object category [Player]. Then the player only has to use the lockpicks and it will suck them into lockpick mode.
New Horizon on 3/11/2005 at 14:52
Quote Posted by rujuro
Just an FYI, you can remove the extra step of having the player use the lockpick, then use the door by adding "cause an event to happen as if frobbed by object category [Player]. Then the player only has to use the lockpicks and it will suck them into lockpick mode.
Ahhhh, nice. I'll try that out. :) Thanks rujuro. Not exactly sure how to set that up, but I'll probably figure it out.
rujuro on 3/11/2005 at 15:26
Not too hard really, but you'll need a script on the door that checks if player can lockpick is changed to true and if the player is within frob distance. If both are true, then run the frob action.
CONDITIONS:
When Playercanlockpick is set to TRUE
Query if object category PLAYER is within 128? Units of MYSELF
ACTIONS:
Cause an event to happen as if frobbed by PLAYER
Reset Scripts Conditions and Actions
although, not sure what will happen if you have 2 doors right next to one another...hopefully it will frob both but only the first will do anything.
STiFU on 3/11/2005 at 15:49
Is there a command for frobbing? Because commands can be executed from a script and the frobcommand could be added to the "use lockpicks"-script then. This would avoid the twodoor problem.