Cardia on 16/2/2015 at 17:41
ok one more question: knowing that we have to remove the frob info settings from the key, is it laso possible to link the key to a soundtrap, that implies add "script" to the Frobinfo, right? once the key becomes frobable does also means that only the default frob info setting become avaliable or is it possible to add more?
R Soul on 16/2/2015 at 17:54
It's better if the footlocker does not become unfrobbable because the doll can be used/dropped on it even if it's closed. If the footlocker can still be frobbed, the player can open it and see the doll inside.
Here's a demo where the doll is dropped onto a table and a CreateTrap is used to produce the key:
(
http://www.mediafire.com/download/tenjc5ax3sx9bqn/doll_table.zip)
Check the Receptrons on the table. The third one is different to the footlocker. Instead of removing RenderType from the key it frobs a button linked to the CreateTrap.
In this demo the table can never be frobbed. Players can be trusted to know that it needs to be dropped and not used. And the FrobInfo proeprty on the doll does not have anything selected for Tool Action.
Cardia on 16/2/2015 at 20:51
on the second map i would like to add this puzzle, let´s say you need to use certain objects as keys in other objects, and i have this door close, in order to open one must use all the objects in its corresponing/right object which are connect to a requirealltrap, is it possible for example to link the footlocker or the table to a soundtrap and a requirealltrap once they have been given the right objects(doll)?
john9818a on 17/2/2015 at 17:39
Quote Posted by ZylonBane
Uh... new posts are always the very next post.
Nothing gets past you ZB :joke:
Cardia on 20/2/2015 at 15:04
Quote Posted by R Soul
It's better if the footlocker does not become unfrobbable because the doll can be used/dropped on it even if it's closed. If the footlocker can still be frobbed, the player can open it and see the doll inside.
Here's a demo where the doll is dropped onto a table and a CreateTrap is used to produce the key:
(
http://www.mediafire.com/download/tenjc5ax3sx9bqn/doll_table.zip)
Check the Receptrons on the table. The third one is different to the footlocker. Instead of removing RenderType from the key it frobs a button linked to the CreateTrap.
In this demo the table can never be frobbed. Players can be trusted to know that it needs to be dropped and not used. And the FrobInfo proeprty on the doll does not have anything selected for Tool Action.
Thank you Rsoul, that demo was very helpful , now i can add a variable gameplay for my mission :thumb:
As usual you always appear in my credits list.
Cardia on 21/2/2015 at 11:45
Is it possible to destroy a huge crate by interacting with a pickaxe? i would like to use the pickaxe in the huge crate as a key in order to destroy the crate, how can i do this?
LarryG on 21/2/2015 at 14:15
If you are going to do something like that, better would be to allow Garrett to pick up the pickax and use it instead of a sword as a weapon. Or just break the crate with the sword. A key use with a pickax would be just weird.
Cardia on 21/2/2015 at 15:26
Quote Posted by LarryG
If you are going to do something like that, better would be to allow Garrett to pick up the pickax and use it instead of a sword as a weapon. Or just break the crate with the sword. A key use with a pickax would be just weird.
Garrett won´t have the sword before breaking this crate.
Cardia on 23/2/2015 at 13:59
Any help? please?
R Soul on 23/2/2015 at 15:09
It's similar to using a doll on a footlocker. The only difference is Source contact type is frob in inv->world only, and the receptron effect on the crate is Slay object, target: me.