Steele on 31/8/2016 at 21:53
First: I am NOT using the actual talismans, but rather, I have in mind a setup that resembles their implementation.
I want to put an object on a table, having it appear in a specific place on the table when it's "used" (I assume just destroy the item and teleport in a copy into the position I want it, though that's something I'd need help figuring out how to do. Or maybe create a physattach link on-the-fly?) and have that all act as the control device for a door. But I'm kinda having trouble wrapping my head around how to do this.
It's basically supposed to be a "missing piece" puzzle: The player will find several like objects organized on a table, with one spot blank. If they find the missing piece, they can put it on the table to open a secret door and reward them.
I did both a forum search and a google search, and nothing came up that was too helpful. Thoughts?
R Soul on 31/8/2016 at 23:13
That teleport method will work. You can use Sources and Receptrons (Google will find plenty of things for that phrase). On one object you add a Source (Property: Act/React...), and on another you add a Receptron. The Source, added to the special object, can be made to propagate a stimulus with a certain intensity by contact, or by frobbing the object on any other object (or both).
The table can be given a set of Receptrons that respond to that stimulus and intensity. Each receptron can only do one thing but you can have lots of receptrons for the same type of stimulus/intensity.
Something like this:
1st receptron: delete the source of the Stimulus
2nd: frob a hidden button
The button can use CD links to teleport the dummy object to the table, and open the door.
LarryG on 31/8/2016 at 23:17
1) you will need custom models: with the missing piece, the missing piece, and without the missing piece.
2) IIRC Thief 1/G did this sort of thing with a special script. There are ways to accomplish the same with modern generic scripts (tnhScripts, Public scripts, NVScripts). When you start to get serious about this you should research those. The bottom line is that your missing piece will be a key that causes a model change in your puzzle to be the completed puzzle and then deletes itself. The same as what LGS did with the sealed entrance to The Lost City. Take a look at that mission and see if you can figure it out. The peg to the wheel in Markham's Isle is the same sort of a thing.
Yandros on 31/8/2016 at 23:25
Quote Posted by LarryG
The bottom line is that your missing piece will be a key that causes a model change in your puzzle to be the completed puzzle and then deletes itself.
If you meant literally making the object have key properties and the thing you frob with it a lock, I'd highly recommend against doing that. Using sources and receptrons is much safer and more flexible as well.
LarryG on 31/8/2016 at 23:36
I've used that approach in a number of places very successfully. That was what LGS did with the "LotusKey" and the ShipsWheel, which had the TransformLock script on it. It works great. I think that's what they did with all the talismans.
Steele on 1/9/2016 at 00:30
Yeah, except I've barely ever touched a 3d object editing program before, so making custom objects is out. I'll probably be looking into what RSoul posted... seems like my biggest challenge there will be getting the object to teleport in exactly the right place and position. That would probably just involve rotating the teleport trap marker, right?
Yandros on 1/9/2016 at 02:26
Yes, or if you use a receptron to teleport the target object to the object with the receptron, you can specify position and rotation offsets from there too and then you don't need a teleport trap at all.
Axebeard on 1/9/2016 at 04:01
I'm actually wanting to do the same thing as Steele, but I wanted an item to be placed in the hand of a statue, then have the statue slide away to reveal a whatever. I also have very little idea how to make custom models...
Steele on 1/9/2016 at 09:30
Quote Posted by Yandros
Yes, or if you use a receptron to teleport the target object to the object with the receptron, you can specify position and rotation offsets from there too and then you don't need a teleport trap at all.
Oh cool, wasn't aware of that! I've rarely delved into S&R (I think i once played around and made apples lethal to opponents for lulz), so I'm not aware of their full usage or potential. Thanks for the heads up!
Yandros on 1/9/2016 at 12:11
Receptrons are one of the most powerful and flexible built-in tools at your disposal. Learning to use them will serve you well.