Cardia on 19/10/2014 at 18:46
How can i set up more than one code for the same number buttons like in the mission "A Night´s profit"? where there is 3 codes combination.
LarryG on 19/10/2014 at 20:28
Just change the combination qvar value (specified in <code>Trap\Quest Var)on the odometer </code>when you want a different code.
Cardia on 19/10/2014 at 21:57
Quote Posted by LarryG
Just change the combination qvar value (specified in <code>Trap\Quest Var)on the odometer </code>when you want a different code.
How do i do that?
LarryG on 19/10/2014 at 22:08
<var>TrapSetQVar</var>
Quote:
<dl><dt id="trapsetqvar">TrapSetQVar</dt><dd>gen.osm 1/G/2 Based on <code>(
http://thiefmissions.com/telliamed/scripts.html#qvartraptrigbase) QVarTrapTrigBase</code> and <code>(
http://thiefmissions.com/telliamed/scripts.html#stdtrap) StdTrap</code>. Modifies a quest variable based on the directives in <code>Trap\Quest Var</code>. If the message is <code>TurnOff</code>, the meaning of the operation is reversed. A quest variable that is not set defaults to 0.
Thief 1 only supports the value-set (<code>=</code>) and bit-set (<code>!</code>) operations. It also won't recognize negative numbers. If <code>Trap\Quest Var</code> isn't available, the Thief 1 script will read the <code>Editor\Design Note</code> property. See (
http://thiefmissions.com/telliamed/qvars.html) QVar Script Options for a detailed description of the Thief 2 operations.
</dd></dl>
or NVTrapSetQVar
Quote:
An improved version of the standard TrapSetQVar script.
Upon being triggered, it sets the value of a quest variable. A quest variable that does not exist will be created, and its previous value will be assumed as zero.
. . .
R Soul on 22/10/2014 at 15:54
It's the buttons that change the value, not a QuestVarTrap.
For each door you need to make a QuestVarTrigger. The Trap > QuestVar property should be ="1234:door_combo. Use a different number for each door.
In the FM, intruder linked the triggers to the levers that open the doors. In Shipping and Receiving, LGS linked them directly to the doors.
LarryG on 22/10/2014 at 21:05
I guess I misunderstood the question. I thought the idea was to have different combos based on difficulty, not on different things to open.
Cardia on 23/10/2014 at 18:44
Quote Posted by R Soul
It's the buttons that change the value, not a QuestVarTrap.
For
each door you need to make a QuestVarTrigger. The Trap > QuestVar property should be ="1234:door_combo. Use a different number for each door.
In the FM, intruder linked the triggers to the levers that open the doors. In Shipping and Receiving, LGS linked them directly to the doors.
Yes that´s what i wanted to know, thank you :thumb: