Is there an easy way to make the player drop an inventory object instead of throw it? - by AntiMatter_16
AntiMatter_16 on 19/8/2013 at 17:43
Just like the title says, I'm trying to figure out if there's an easy way to make the player drop an inventory object when used instead of thrown.
R Soul on 19/8/2013 at 18:51
You can remove the 'throw' ability. Engine Features > FrobInfo: Delete 'Move' from the WorldAction list. Ensure the property Inventory > Can't Drop This is false.
But, it's standard behaviour for right clicking to throw the object, and the drop key to drop it. Players should already know this, so is there some other reason you want to change the behaviour?
ZylonBane on 19/8/2013 at 19:20
Wait... throwing is NOT the standard action when using an inventory object. That's the standard action for non-inventoryable "held" objects. Which are you asking about?
Nameless Voice on 19/8/2013 at 19:23
If it's a "junk" object, you can slap the Lugged script on there to make it slow you down. That also tends to make objects not go very far when thrown, somewhere between a throw and a drop.
AntiMatter_16 on 19/8/2013 at 20:00
This is an inventory item and can't impair movement, but basically right click needs to equal "drop" instead of "move"/"throw", but it's sounding like that's not going to be doable without some custom scripts or an emitter attached to the player or something.
FireMage on 19/8/2013 at 20:11
Can't you add an "Intial Velocity" to the object?
Negative or set to 0?
Or use stimulis, that frobing the obj from your inventory will send a stim that the player will return to the object. When the object receive that stim, do that the object will be teleported to the source of that stimulis (so the player) with a little offset to make it falling in front of you.
(Yes the teleportation from the stim don't work like the teleport trap (the teleport trap teleport the objects and this one is not affected to gravity) the teleportation made by the script will teleport the object and it will be affected by the gravity ;) )
I think that I have tested that and it worked, as the teleport trap, it will remove the contains link, but I'm not 100% sure of that...
Yandros on 19/8/2013 at 21:56
Frobbing in inventory could be rigged to stim the player, who has receptrons that create a new instance of the object at the player's location that falls to the ground, and the original is destroyed either by FrobInfo settings or by a second receptron on the player to destroy the stim source.
kdau on 19/8/2013 at 22:57
If you set the Inv Action to Script instead of Move, add the TrigInvFrob script, and ControlDevice-link the object to a marker with the CommandControl script from tnhScript that has the DN parameter on="drop_item", you can avoid anything fancy with extra copies and teleports. (The command documentation says that drop_item actually throws instead of dropping, but that isn't true.) Since the command deals with whatever item is currently selected, you can use one marker to drop any item that needs this behavior.
FireMage on 19/8/2013 at 23:43
Quote Posted by Yandros
Frobbing in inventory could be rigged to stim the player, who has receptrons that create a new instance of the object at the player's location that falls to the ground, and the original is destroyed either by FrobInfo settings or by a second receptron on the player to destroy the stim source.
Yes Yandros, I thunk about that. But If the object is linked to some trigs...I think that there are no other possibilies.:erg:
Or as Kdau said: You must use a custom script! ^^
EmperorSteele on 22/8/2013 at 01:06
I would just INSTRUCT the player via an objective to drop, not throw, the object.
If the object has to be placed in a specific location (like on a pedestal), why not just make it a "key" that "unlocks" an object, and do like the Talismans where the "key" and "placement" objects are both replaced by a new "combined" object that has both objects where they belong?