Trigger Scripts not firing. - by New Horizon
New Horizon on 2/9/2005 at 20:21
Quote Posted by ascottk
I think the condition should be when the key is frobbed then the flag is set.
Tried that one too but I'll give it another go.
Edit:
My friends. It WORKS! :) I am sincerely in your debt for helping me through this guys. I've learned a lot about the scripting system in the last few days. Thank you so much. I really wanted to see this work and it finally does. Like a charm! I owe you ALL a round at the pub. Seriously. :)
Currently, I'm setting up both systems in the gamesys so that they can opperate independently. FM authors will be able to choose which system to use.
New Horizon on 2/9/2005 at 21:03
Just to show the naming conventions and setup I have in the trigger script manager, here is a screen shot.
I'm keeping Keyring and Keys separate for ease of use since they're slightly modified systems.
I'll post a step by step tutorial if I get time before I leave on my trip.
Inline Image:
http://www.timgormley.ca/images/uploads/keysetup.jpg
rujuro on 2/9/2005 at 21:11
Awesome! Glad to hear it finally worked. Nothing quite like getting something to work that you've almost given up on.
Also, did you end up using "query if" or "when"? Just curious since I have some ideas that will be using a similar setup.
New Horizon on 2/9/2005 at 22:09
Quote Posted by rujuro
Awesome! Glad to hear it finally worked. Nothing quite like getting something to work that you've almost given up on.
Also, did you end up using "query if" or "when"? Just curious since I have some ideas that will be using a similar setup.
Ended up using Query, I don't know if 'when' works though. It didn't start working until I switched it to the frob statement like askott suggested.
ascottk on 2/9/2005 at 22:23
I think the difference between "query" & "when" is that "query" is passive while "when" is active. "Query" waits until that condition is satified while "when" is when it happens & it's not tested unless you have a query.
Krypt on 2/9/2005 at 23:12
"When" conditions wait for the condition to be met and will activate right when it happens. You cannot pair two Whens together in an AND (this includes in the root, because it acts as an AND). This is because it would require both conditions to occur at exactly the same time, which I'm not even sure is possible. Example scenario: you want a script that activates when two flags are both true.
BAD:
AND
-When [FlagA] is set to [TRUE]
-When [FlagB] is set to [TRUE]
GOOD:
OR
-AND
---When [FlagA] is set to [TRUE]
---Query if flag [FlagB] is set to [TRUE]
-AND
---When [FlagB] is set to [TRUE]
---Query if flag [FlagA] is set to [TRUE]
"Query" conditions check if the condition is met, but cannot be used alone. They must be paired with a "When" or some other explicitly activated condition (When player breaches volume, When linked object is frobbed, etc).
BAD:
Query [FlagA] is set to [TRUE]
GOOD:
When linked volume(s) [MYSELF] are breached by object(s) at end of [PLAYER]
Query [FlagA] is set to [TRUE]
New Horizon on 3/9/2005 at 02:47
Hey everyone. Just wanted to show you all the KeyRing ingame. :)
Inline Image:
http://www.timgormley.ca/images/uploads/keyring.jpgWill likely be a month or two before I get my Installer equipped and modified version of T3Ed out to you all, but it should definately aid in making some kickass FM's. I'll try to include all of the best enhancements that come through the forum.
GlasWolf on 3/9/2005 at 04:43
Looks very cool NH, but why do you have 2? Does that indicate the number of keys you've picked up?
I can't say I'm too bothered about the auto-lockpick thing, but the auto-unlock was annoying because it was easy to miss that the door was ever locked. Using the keyring gives a much better feeling of progression in a mission, plus the ghosters can re-lock doors. :thumb:
New Horizon on 3/9/2005 at 04:59
Quote Posted by GlasWolf
Looks very cool NH, but why do you have 2? Does that indicate the number of keys you've picked up?
Yep, exactly. It's just there to tell you how many keys you have picked up. I have both the manual key system and the keyring system setup to function independently of each other. FM authors can choose which one they want...and I also have 10 premade keys for each system. I might increase that to twelve. Just for a little more variety.
Quote:
I can't say I'm too bothered about the auto-lockpick thing, but the auto-unlock
was annoying because it was easy to miss that the door was ever locked. Using the keyring gives a much better feeling of progression in a mission, plus the ghosters can re-lock doors. :thumb:
Auto-lockpick is definately next on my list of things that must go. The main reason to have it activated by selecting it from the inventory is to allow the player the choice of trying their keys first. It also ensures that the player isn't sucked into lockpicking mode against their will. This way, we can try to have the lockpicks activated and deactivated based on certain situations. It will take some work to figure out but I think if two key systems can be worked out, we can definately find a way to gain more control over the lock picks. :)
GlasWolf on 3/9/2005 at 06:22
Quote Posted by New Horizon
Auto-lockpick is definately next on my list of things that must go. The main reason to have it activated by selecting it from the inventory is to allow the player the choice of trying their keys first. It also ensures that the player isn't sucked into lockpicking mode against their will. This way, we can try to have the lockpicks activated and deactivated based on certain situations. It will take some work to figure out but I think if two key systems can be worked out, we can definately find a way to gain more control over the lock picks. :)
I guess the reason why I'm not too bothered is because pickable locks generally aren't in story-critical places (the exception being when you have to recover your picks before being able to progress). I suppose if a door was both pickable and you had a key, you could end up auto-picking it for no good reason... meh, I'm just musing. Choice is good!