Nameless Voice on 16/2/2015 at 01:53
No, that's based on the Inventory->Cycle Order property. The Key archetype has this, but yours doesn't need to.
ZylonBane on 16/2/2015 at 03:42
Huh... sounds like a perfect solution then. Makes me wonder why LGS bothered with custom scripts for the coin plate, elemental wards, etc.
john9818a on 16/2/2015 at 05:22
ZB I think Cardia is using the Reply with Quote link on the last post instead of simply replying to the thread. I need an Advil after reading this thread. :o
Cardia I'm not trying to be mean but it isn't necessary to quote a post wjen yours is the very next post.
ZylonBane on 16/2/2015 at 06:03
Quote Posted by john9818a
Cardia I'm not trying to be mean but it isn't necessary to quote a post wjen yours is the very next post.
Uh... new posts are always the very next post.
Cardia on 16/2/2015 at 08:43
Quote Posted by Nameless Voice
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.
Trigunlock works as control device?
LarryG on 16/2/2015 at 12:43
From Telliamed's script documentation.
Quote:
<dl><dt id="trigunlock">TrigUnlock</dt><dd>gen.osm 1/G/2 Sends <code>TurnOn</code> and <code>TurnOff</code> to <code>ControlDevice</code> linked objects when the object gets <code>NowUnlocked</code> and <code>NowLocked</code>, respectively.
</dd></dl>
Though, on reflection you could also do that with an NVRelayTrap almost as easily, and certainly more flexibly. I tend to do that more & more lately: look for what messages are happening and use NVRelay to catch them and translate the messages into action, instead of using a specific OM script like TrigUnlock. I don't know if that approach is actually much better, but it seems to work.
Cardia on 16/2/2015 at 14:24
Quote Posted by ZylonBane
Uh, check what? That script doesn't exist in Thief.
sorry i have quoted the wrong text :cheeky:
Cardia on 16/2/2015 at 14:32
Quote Posted by R Soul
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).
still can´t make it work, i can´t edit Frobinert in the agen when i select effect : add metaprop. what am i doing wrong?
Although it worked with the table, i had to change the doll object type to none to prevent from falling to the floor. Once i place the doll the table becomes unfrobable
R Soul on 16/2/2015 at 16:54
This is getting confusing. First of all you asked about using a footlocker, and I provided instructions for that. Then you asked about using a table, and I told you what to do for that, but then you said that didn't work with the footlocker.
I'm happy to help people set these things up, but only when people can decide what they want. Here is a demo mission where a key becomes frobbable after a doll is dropped or used on a footlocker:
(
http://www.mediafire.com/download/pdxip8wrne6lj8b/doll.zip)
Cardia on 16/2/2015 at 17:17
Quote Posted by R Soul
This is getting confusing. First of all you asked about using a footlocker, and I provided instructions for that. Then you asked about using a table, and I told you what to do for that, but then you said that didn't work with the footlocker.
I'm happy to help people set these things up, but only when people can decide what they want. Here is a demo mission where a key becomes frobbable after a doll is dropped or used on a footlocker:
(
http://www.mediafire.com/download/pdxip8wrne6lj8b/doll.zip)
thank you, but what you did in the demo is exactly the same as i did, the footlocker remains frobabale after the doll is placed. Well... nevermind, it doesn´t matter if the footlocker remains frobable as long as it is possible to place the doll and get the key its what matters. So yes it also worked out to me, and the same goes to the table which worked better than the footlocker, thank you.