Cardia on 24/4/2015 at 09:35
how can i turn on/off a candle with fire or a torch?
voodoo47 on 24/4/2015 at 11:26
(
https://www.systemshock.org/index.php?topic=7633.0) the TFix interactive candle setup would allow you to do that. in case your head is imploding when reading the whole thing, the short version without all the fancy stuff would be;
-set the candle concrete up with a fitting animlight
-create a particle system that will represent the flame, and particleattach it to the candle concrete (I was using a smaller version of the torch yellow flame, archetype -4777)
-add tweq/models (halt: stop tweq, and use the candle model name for model 0 and model 5) to the candle archetype
-add the Extinguishable script to the candle archetype
this will make the candles work just like torches - extinguish with water/gas stim, and relight with firestim. it's also fairly easy to use NVscript to make sure the light goes off when you pick up a loot candle, but snuffing (=extinguish by frobbing) is one gigantic pita you probably want to avoid.
//adding the dml code for a loot candle that extinguishes itself when picked up (using TG archetype -1964 as example), so its light will be turned off when it is removed from the world (not part of the current TFix candle setup, as I'm using snuffing):
Code:
+ObjProp -1964 "Scripts"
{
"Script 0" Extinguishable
"Script 1" NVRelayTrap
"Script 2" ""
"Script 3" ""
"Don't Inherit" false
}
+ObjProp -1964 "DesignNote"
{
"" NVRelayTrapOn="FrobWorldBegin"; NVRelayTrapTDest="[Me]"; NVRelayTrapTOn="[1.0]WaterStim";
}
+ObjProp -1964 "CfgTweqModels"
{
"Halt" Stop Tweq
"Rate" 0
"Model 0" trcandle
"Model 5" trcandle
}
Cardia on 24/4/2015 at 14:25
This is not working for me, i even tried to turn off a torch gas light, but i can only make it to turn on.
voodoo47 on 24/4/2015 at 15:54
tell me what exactly you are trying to do (what objects, what effects), and/or provide a test mission, pretty sure I can get it working.
Cardia on 24/4/2015 at 20:17
Quote Posted by voodoo47
tell me what exactly you are trying to do (what objects, what effects), and/or provide a test mission, pretty sure I can get it working.
Alright, here´s what i would like to do :
have you played tomb raider 4(last revelation?) the snake puzzle in the level lost library? there are 7 snakes to turn on, each snake is connected to two snakes,
My intention is to place 7 candles in a dinning room, turn them on against clockwise, and link them to a require all trap and have this require all trap connect to a door.
Inline Image:
http://s2.postimg.org/z072x32d5/dump008.jpgAlso is it possible for example to make fireplaces appear when frobing a switch or a button?
Inline Image:
http://s29.postimg.org/d1iv6bbgn/dump009.jpgI would be very grateful if you could set this for me, i won´t forget to mention you in the credits.
voodoo47 on 24/4/2015 at 20:29
ouch, me and my big mouth - wasn't expecting something so specific. if it's just needing to (frob) light up all candles to open a door, then I know how to do that, but requiring a specific order is probably beyond my current capability.
do you also need the candles to turn off upon second frob? also, I don't think the fireplaces can be relit, not without heavy modifications.
Cardia on 24/4/2015 at 21:34
Quote Posted by voodoo47
ouch, me and my big mouth - wasn't expecting something so specific. if it's just needing to (frob) light up all candles to open a door, then I know how to do that, but requiring a specific order is probably beyond my current capability.
do you also need the candles to turn off upon second frob? also, I don't think the fireplaces can be relit, not without heavy modifications.
ok, then how about just turn on/off lights?
LarryG on 24/4/2015 at 21:50
Quote:
<dl><dt id="extinguishable">Extinguishable</dt><dd>gen.osm 1/G/2 A derivative of <code>(
http://thiefmissions.com/telliamed/scripts.html#animlight) AnimLight</code>. Manages a model tweq that is active when the light is on, and halts at <code>Model 5</code> when turned off. Makes the object suspicious or not accordingly. Responds to <code>WaterStim</code> and <code>KOGas</code> by turning off the light. <code>FireStim</code> will turn the light on.
</dd></dl>
Anything with Extinguishable can be turned on with Fire and off with Water and Gas (from a light point of view). But what about the particles? Well, if they have the Extinguishable script instead of the host object (candle, fire logs, torch, etc.) then they should work as expected.
So here is something for you to try and experiment with: Create a set of particles (small flame through raging bonfire) archetypes and give each Extinguishable with the Animlight settings appropriate to the size of the flames. Then create your host object archetypes with your flame archetypes ParticleAttached. Ideally your host object models should have vhot(s) on them to aid with the correct positioning of the flames when you make your concrete objects, but that's up to you. Now test them out to see what works.
If you prefer to have the Extinguishable script on the host object, you can do that too, just CD link the concrete host object to the concrete particles and that should work too. Try it.
Cardia on 25/4/2015 at 08:21
Alright, i got it working, just saw how Sensut did in his mission "Better off dead" :thumb:
Cardia on 26/4/2015 at 21:54
how can i make the candle to turn on only, i mean to be frobed only once?