R Soul on 13/2/2015 at 22:47
Quote Posted by cardia1
what you mean by de-select everything? than means set it all no "none" in the frob -info
Yes. That should be obvious; if everything is 'none', nothing will happen.
Quote:
the key is still unfrobable after i place the doll in the box
Double check everything. Did you put the third receptron on the footlocker? Is the target the real key, and not the copy? Make sure the real key does not have the metaproperty FrobInert.
I'm not sure why you quoted ZylonBane when your other comment had nothing to do with what he said, but he has a point. It would be wise to let the player know that the key can be taken after dropping the doll, and it would be very wise to provide a good explanation.
Cardia on 15/2/2015 at 09:25
Quote Posted by R Soul
Yes. That should be obvious; if everything is 'none', nothing will happen.
Double check everything. Did you put the third receptron on the footlocker? Is the target the real key, and not the copy? Make sure the real key does not have the metaproperty FrobInert.
I'm not sure why you quoted ZylonBane when your other comment had nothing to do with what he said, but he has a point. It would be wise to let the player know that the key can be taken after dropping the doll, and it would be very wise to provide a good explanation.
ok it only works as the same situation with the fake doll, i create the key and it appears once i place the doll inside the footlocker.
let´s say i use a table instead of a footlocker, and i want to place the doll in the table, once the doll is placed in the table, the table still highlights, how can i make it unfrobable once the doll is placed in the table?
R Soul on 15/2/2015 at 14:46
Add another Receptron. The effect is depends on how you're making the table frobbable. If you added a metaproperty the effect should be 'Remove Metaproperty' (target: me, agent: The Metaprop name). If you added the FrobInfo property the effect should be 'Remove Property' (target: me, Edit Effect: FrobInfo).
Cardia on 15/2/2015 at 16:34
Quote Posted by R Soul
Add another Receptron. The effect is depends on how you're making the table frobbable. If you added a metaproperty the effect should be 'Remove Metaproperty' (target: me, agent: The Metaprop name). If you added the FrobInfo property the effect should be 'Remove Property' (target: me, Edit Effect: FrobInfo).
Nope , nothing happened, i added FrobInfo in the edit effect and target: me, with both remove property and remove metaproperty and still the footlocker was frobable.
R Soul on 15/2/2015 at 17:25
Of course nothing happened. The footlocker object doesn't have the FrobInfo property, and it doesn't have a metaprop to make it frobbable. In your other post you asked about using a table instead.
For the footlocker, the Receptron effect should be Add Metaproperty (target: me, agent: FrobInert).
ZylonBane on 15/2/2015 at 19:20
Quote Posted by Yandros
No, at least not according to Telliamed's docs on Thief scripts.
That's unfortunate, because as this thread demonstrates it's tremendously useful for seemingly trivial tasks like this this. You just put the script on the object, then add Scripts -> Consume Type and give it an archetype name. Done. I wonder if NV could be persuaded to add this functionality to the Thief version of NVScript.
Cardia on 15/2/2015 at 23:36
Quote Posted by ZylonBane
That's unfortunate, because as this thread demonstrates it's tremendously useful for seemingly trivial tasks like this this. You just put the script on the object, then add Scripts -> Consume Type and give it an archetype name. Done. I wonder if NV could be persuaded to add this functionality to the Thief version of NVScript.
ahhhh ok, i will check it again.
ZylonBane on 15/2/2015 at 23:41
Uh, check what? That script doesn't exist in Thief.
Nameless Voice on 16/2/2015 at 00:57
You might try using the StdKey script, which already does something similar. Make your object a key, and set Game->Damage Model->Slay Result: Normal.
The key will be consumed upon use.
You can use TrigUnlock to trigger something when the object is unlocked.
ZylonBane on 16/2/2015 at 01:05
Wouldn't that cause the object to be grouped with the keys when cycled in inventory?