Cardia on 14/2/2015 at 09:51
i have this crates whci i would like to break once Garrett frobs them, how can i do that? and how can i do also with jars and listen to the breaking glass sound just like in the mission Dracula where the players breaks those holy sphere just by frobing.
Also how can i make a jar break with fall, let´s say garrett holds a jar (does not go to inventory) once he drops the jar it breaks when hiting the floor or the wall. how can i do this?
Yandros on 14/2/2015 at 14:13
1. Under the crate's Frobinfo, change Move to Delete under World action. But realize that unless you prepare the player for it (or are doing it for shock value), this is poor design since players are very used to frobbing a crate to pick it up. Also, this won't cause the breaking sound or crate flinders to appear, so if you want that you'll have to go with another setup. I'd recommend using NVRelayTrap on the crate to stim it with BashStim when it's frobbed.
2. You'll have to do this on a Jar archetype (for all jars) or the archetype(s) of whatever jars you want to be throwable/breakable, and not the concrete objects. If I were doing it, I'd make a new archetype under jars called "BreakableJars", put the following properties on that, and make children under it which just have different models.
These are the properties you need to set:
Engine Features > FrobInfo: Move, Move, None
Physics > Misc > Collision Type: Slay on Impact
Physics > Model > Controls: None
Physics > Model > Type > Type: Sphere
Metaproperty > Materials > MatBrittle > MatGlass (or MatCeramic if you prefer)
That will make them be destroyed and play the breaking glass sound when they hit something. If you want flinders to appear, that's a whole other bunch of work (and I doubt there are already jar flinder objects anywhere).
Cardia on 14/2/2015 at 14:51
Thank you Russ i will try this out now...
It worked with the jars!
Cardia on 14/2/2015 at 15:08
the crate doesn´t shattered into pieces, it just vanishes when i frob it.
wait... iFound a way:set the crate frob info move, script, add the script "trigwordfrob" , link the crate to a destroytrap with a cv and link the destroy trap to the crate with a cv.
now the carte shatters into pieces and the sound also appears.
darthsLair on 14/2/2015 at 17:46
Hi Pedro, you can create a new set of crate flinders, and set the delete state to few milliseconds longer so the flinders won't disappear so fast. You can do the same with the jars, and just use the glass flinders. The glass flinders could be deleted at a normal time in milliseconds. If you want the jars or the crates to be destroyed easier, just add max hit points and hit points to 1. Damage>Slay Result to normal. The flinders will have their own sound schema.
qolelis on 15/2/2015 at 15:34
If you want to simplify things further, you can use the
FrobSlay script:
Quote:
FrobSlay gen.osm 1/G/2 On FrobWorldEnd, slays the object. The frobber is the culprit.
Just add the script to your crate, set FrobInfo to "Script, None, None" and you're done.
Yandros on 15/2/2015 at 15:56
Thanks for learnin' me something new today, qolelis!
Cardia on 15/2/2015 at 16:25
Quote Posted by darthsLair
Hi Pedro, you can create a new set of crate flinders, and set the delete state to few milliseconds longer so the flinders won't disappear so fast. You can do the same with the jars, and just use the glass flinders. The glass flinders could be deleted at a normal time in milliseconds. If you want the jars or the crates to be destroyed easier, just add max hit points and hit points to 1. Damage>Slay Result to normal. The flinders will have their own sound schema.
Thanks Rod, how can i add the flinders to the jars?
Xorak on 16/2/2015 at 02:39
Don't you add a Flinderize link and point to the GlassFlinders?
There are six of them, don't know if you need them all: -6087, -6088, -6089, -6090, -6091, -6092. They're listed in the heirarchy under Debris->Flinders. You might have to fill out a Data field too for the link, look at how they did it for the crates.
qolelis on 16/2/2015 at 04:53
Quote Posted by Yandros
Thanks for learnin' me something new today, qolelis!
You're welcome! :) Better test in Thief2.exe too, though; I think I have only used it in DromEd so far. I don't see a reason for it to fail, though, like the frob highlight thing did, but one never knows what dark aces Dark is hiding up its sleeve. :sweat: