Ziemanskye on 30/8/2005 at 10:01
Totally random suggestion on the lockpicks, but I remember I once accidentally ended up with them on the weapons reel - tie them to some attack animation and give them a new Stim, so when the door takes (x)UnlockStim the script counting it unlocks the door, and if the door gets locked again resest the 'damage'?
rujuro on 30/8/2005 at 15:17
Is there any way to know when a certain weapon is equipped? Another idea might be to create a lockpick weapon, set give player lockpicks->true when it is equipped, then set to false when it isn't any longer. Not true T1-T2 style, but requires you to select the item.
Don't know if those conditions exist at the moment.
ascottk on 31/8/2005 at 02:18
Quote Posted by Ziemanskye
Totally random suggestion on the lockpicks, but I remember I once accidentally ended up with them on the weapons reel - tie them to some attack animation and give them a new Stim, so when the door takes (x)UnlockStim the script counting it unlocks the door, and if the door gets locked again resest the 'damage'?
I tried that already, didn't work:
Quote Posted by ascottk
I'm trying to put a stimulus on the chalice & when it contacts the fountain the objective completes.
ProjectX on 31/8/2005 at 06:39
Quote Posted by ascottk
I'm trying to put a stimulus on the chalice & when it contacts the fountain the objective completes.
Well, if yours is map specific you could set it up with a volume. You'd add this script to the chalice and make a triggerscript link from the chalice concrete to the volume concrete:
When I am used in a way from the inventory
Query if [PLAYER] is in linkedvolume(s) of [Triggerscript: fountain]
Set goal [fountainthing] to [obj_success]
I'm not sure about the exact wording of the volume condition or the goal action, because I don't have Thief3 with me ATM, but they should be similar to the real ones.
Crispy on 31/8/2005 at 06:57
Am I the only one who likes Thief 3 style lockpicking? :) Not the aha-you-tried-to-open-this-door-so-I'm-going-to-drag-you-into-the-open-without-warning bit, but the actual method of moving the mouse around to find the points where the door opens. It's a bit more interesting than T1/T2-style picking.
Ziemanskye on 31/8/2005 at 10:13
I liked it too, but the ability to lock doors again with a key might prove useful.
New Horizon on 31/8/2005 at 11:08
Quote Posted by Crispy
Am I the only one who likes Thief 3 style lockpicking? :) Not the aha-you-tried-to-open-this-door-so-I'm-going-to-drag-you-into-the-open-without-warning bit, but the actual method of moving the mouse around to find the points where the door opens. It's a bit more interesting than T1/T2-style picking.
Well, we're not trying to get rid of T3 style lock picking entirely just the automatic execution of it. Basically like this. Approach door, try it...click...it's locked. Try the key ring...click...still locked, guess I don't have a key. Select lockpicks from inventory, frob door, go into picking mode. It's just an extra step that would help to avoid getting sucked into postion and being exposed when the player doesn't want to be exposed. ;) Whether or not it's possible is another story.
Shadowspawn on 31/8/2005 at 13:40
Just my 2 cents, but I agree with you guys. I really liked the lockpicking system in T3, but I would prefer it to be voluntary, not an automatic reaction to trying to open the door.
I'm quite impressed about figuring out the T1/2 style key system, the new key ring, and the ability to relock a door. You can't imagine how many AI have been locked away in little rooms while I play T1/2 missions. It's a perfect way to get rid of Zombies.
Keep up the good work.
New Horizon on 31/8/2005 at 14:31
It's going to take quite awhile before I get everything transferred into T3Ed for my installer. New fixes coming out all the time. :)
ascottk on 31/8/2005 at 17:18
Has anybody tried to use these ideas to give Garrett a torch/flare?