vincentlancon on 17/3/2015 at 04:15
is there any way to stop a frobable object from glowing/highlight when in focus?
LarryG on 17/3/2015 at 07:11
Make it not frobable?
Seriously, the highlighting means it can now be frobbed. That's its job.
I suppose you could make it full bright all the time, then you would never know if it had brightened. But really, the whole point is to communicate to the players what they can frob. Otherwise you've set up a situation where the players have no idea of what can be frobbed from their current position and what cannot. And that would not only be tedious but not fun too. The whole point is for players to enjoy your mission. Hiding what is frobbable defeats that purpose.
Cardia on 17/3/2015 at 12:05
the only way i see it to do is to add the object extra light in the render options, 1.00 should make it bright, but players are used to interact only with objects that highlight, it has been always this way.
vincentlancon on 17/3/2015 at 13:57
Quote Posted by cardia1
the only way i see it to do is to add the object extra light in the render options, 1.00 should make it bright, but players are used to interact only with objects that highlight, it has been always this way.
I ask because I have secret doors that look good but as soon as you walk by them , they light up and give it away. I guess that's the answer make it not frobable and place a switch
LarryG on 17/3/2015 at 14:15
Exactly!
Cardia on 17/3/2015 at 15:03
Quote Posted by vincentlancon
I ask because I have secret doors that look good but as soon as you walk by them , they light up and give it away. I guess that's the answer make it not frobable and place a switch
ohhh, in that case its completely different, just go to the secret door properties and set the frob info properties to none in every field. link the switch to the secret door with a control device.
ZylonBane on 17/3/2015 at 15:41
In SS2 there's a property Obj -> HUD Selectable? that lets you control whether or not a frobbable object gets highlighted. I guess this doesn't exist in Thief. That being said, you wouldn't want to use it for this sort of situation even if you could, because "using" an entire featureless slab of wall doesn't translate to a real-world action in any obvious way.
But don't go too far the other way like some other FM authors have and make a secret button that's almost impossible to find even when you know exactly where to look.
Yandros on 17/3/2015 at 16:32
I totally agree to use a lever to open a secret door, and with ZB not to make it too hard to find. For future reference, in cases where you do want to keep the door itself frobbable but reduce this a bit, you can adjust Inventory > Max pick distance from the default of 7 down to about 2.5 - 3.5, and then it will only be frobbable when you are right next to it.
vincentlancon on 17/3/2015 at 18:07
Quote Posted by Yandros
I totally agree to use a lever to open a secret door, and with ZB not to make it too hard to find. For future reference, in cases where you do want to keep the door itself frobbable but reduce this a bit, you can adjust
Inventory > Max pick distance from the default of 7 down to about 2.5 - 3.5, and then it will only be frobbable when you are right next to it.
Thanks, that will come in handy for other things as well.