Crafting or Assembly (Soulforge). Is it possible? - by Zoro
Zoro on 6/3/2016 at 00:55
(This question topic is related about the Thief 2 TMA)
(Solved)
Greetings,
I have a question, and perhaps it was asked before already. However, I don't know the answer, but I'm willing to know.
I know that items assembly was done via specific scripts in the Soulforge, but could it be done with user-defined
details via scripts like NV or tnh? Crafting is, perhaps, may be done very tricky way, like... via specific "items" in
your inventory (just like answering your teammates in CoSaS: Mission X), that gets added/removed when you're entering/leaving the "crafting table area". But what about custom items assembly in the machinery?
I want to ask you - what's script function I should look at first for building the crafting system in Thief 2 TMA,
and where to begin?
Give me some ideas and help if possible.
Thank you!
R Soul on 6/3/2016 at 01:13
Quote Posted by Zoro
but could it be done with user-defined
details via scripts like NV or tnh?
Yes, with NVScript. Check the documentation for NVMachine. I think the values of the parameters are archetype names.
E.g. to create a flashbomb using a crate and a zombie head, try this:
NVMachineItem0="flashbomb"; NVMachineItem0Part0="WoodCrateSealed"; NVMachineItem0Part1="ZomHead";
LarryG on 6/3/2016 at 01:17
NVMachine and NVMachineSlot
Quote:
NVMachine (NVTrap)
Manufacturing machine trap, for making custom machines like the ones in Soulforge Cathedral.
The machine can manufacture up to 99 recipes, each consisting of up to 10 parts. The item that is created by a recipe is specified by the NVMachineItem# parameter (where # is a number between 0 and 99). The parts that make up the recipe are specified by NVMachineItem#Part# parameters (where the first # is machines the recipe number, and the second # is the part number, from 0-9).
Note that the numbers must be consecutive and must start at 0.
To use this script, link its object to a physical object with a ScriptParams link with data Slot for the input slot. This object must have the NVMachineSlot script.
Link the machine to a marker with a ScriptParams link with data Output for the output hopper.
Sending TurnOn to the machine will trigger the construction. The completed item will be placed in the output hopper, along with any excess items that were thrown into the slot. If the recipe is invalid, all the items in the slot will be returned.
LarryG on 8/3/2016 at 13:56
1. The design note goes with the NVMachine script object not the NVMachineSlot object.
2. The ScriptParams links are both FROM the NVMachine script object TO the Slot and Output objects.
3. Make sure you have NVScripts loaded.
Fix those and try again.
Zoro on 9/3/2016 at 06:44
Quote Posted by LarryG
1. The design note goes with the NVMachine script object not the NVMachineSlot object.
2. The ScriptParams links are both FROM the NVMachine script object TO the Slot and Output objects.
3. Make sure you have NVScripts loaded.
Fix those and try again.
Works now. Thank you very much!
I also found the 4th problem.
4. The Slot object should have been physical object. I used marker instead. Added collision, now it works perfect.