LarryG on 18/10/2015 at 20:08
That's what I understood that fibanocci had suggested, but Beltzer wants to be able to use a sword and blackjack normally too (say in in other missions in the campaign).
Quote Posted by Beltzer
Yes, i could do that. But here comes the next problem. This fm is in a campaign, so it affects
all other parts too, if i do that.
I feel so pain in the ass right now. There is no setting somewhere in Dromed you cold change
for a blackjack to move like a sword or a sword that have a blackjacks sounds?
So the answer is: "No there is no setting somewhere in DromEd where you can have a hammer sound like a blackjack and move like a sword while having the sword and blackjack both still behave normally." If you want that you have to write a custom script or get someone else to write a custom script for you. There is no easy way to do what you want. I suggest that you accept this restriction and move on.
Beltzer on 18/10/2015 at 22:17
Ok, thanks all, i'll leave it as it is. I have no clue how to write custom scripts :confused:
fibanocci on 19/10/2015 at 17:04
You could make 2 different metaproperties: m-sword (everything that a sword needs, including scripts), and m-blackjack ((everything that a blackjack needs...). Make an object like a marker (shape: The Hammer) and give it the new metaproperty that you want first.
I'm not sure what's the best moment to add/remove the metaproperties (maybe with NVFrobToggle, design note NVFrobToggleTDest="[Me]", and a NVRelaytrap with a delayer, too.
LarryG on 19/10/2015 at 23:41
You are a very sick individual, fib.
But aside from that, I don' think your idea will work. He wants the swing of the sword and the resulting sound of the blackjack. Since the scripts manage both sound and swing at the same time, I don't think that there is a message at the end of a swing and before the sound of the collision which you can use to switch metaprops, assuming that you could even get the switch to happen fast enough once triggered to affect the collision outcome for an in-process swing. And then you would have to switch them back before the start of the next swing. No. Sorry. I really think developing a custom script is the only realistic approach to meet the requirements.
R Soul on 19/10/2015 at 23:56
You could edit the sword schemas to play the blackjack sounds, and reload the schemas for the hammer mission, giving it its own gamesys (or use a .cow during development). If you need to reload the schemas for the other mission(s), put the original sounds back in the sword schemas.
If you need to reload schemas for the hammer mission again you'll have to remember to change the sword schema again...
and so it goes on.
Once you know it works you can leave the sword schemas alone until it's time for beta testing/release.
LarryG on 20/10/2015 at 00:22
As long as you don't want both a sword and hammer or blackjack and hammer in the same mission ...
Beltzer on 20/10/2015 at 13:54
Thanks R Soul :thumb:
That i have to try. I´m just gonna use the hammer anyway in that mission, perfect.
And, by the way, if any script makers think its worth the trouble to make a new script
so you could have more opportunities with this kind of thinks.
Thanks all for the tips.