voodoo47 on 12/1/2014 at 21:19
so I have started converting all candles on T1 maps - originally, they are just a model and a light source (player cannot interact with this in any way), now they have a flame and can be doused and relit properly. however, some of the candlesticks are also loot, and that means I have to kill the light somehow when they are picked up (currently, the light stays at the original place even though the item is removed). any ideas (the simpler the better)?
R Soul on 12/1/2014 at 21:50
Do you happen to know if NVScript works in T1 now that NewDark is out? With NVScript you can have the player receive a message, and respond by sending a stim to all 'candle flame' objects within a specified radius.
Another option is to make a container (e.g. a footlocker) that resembles the candle. The real candle will be inside. When frobbed, the player gets the contained candle, and the container can send a TurnOff message to the flame before deleting itself.
I can go into more detail if you like or you can experiment.
voodoo47 on 12/1/2014 at 22:14
well that does not sound too simple, but maybe I'll try it (not today though, I think I had enough candles for now).
I was hoping for something that would trigger the douse switch just like water stim. guess not.
Daraan on 12/1/2014 at 22:25
There is a T1 version of the NVScript: (
http://www.ttlg.com/forums/showthread.php?t=134166) http://www.ttlg.com/forums/showthread.php?t=134166. And I bet scripts like NVRelayTrap will work for sure, well check description inside.
Well I fill follow RSoul and let you experiment a bit but in this spoiler I give you a few necessary commands for the NVRelayTrap which TurnsOff the candle.
Off message FrobWorldEnd. Use FrobWorldBegin to unlit right when RMB is pressed might looks a bit better. TDest="[me]"
Yandros on 12/1/2014 at 23:16
I have candles rigged in DCE two different ways. Non-loot candles can be frobbed off and then become frobinert; loot (gold) candlesticks can be frobbed off and then taken as loot. I don't let the player relight them, so it's not exactly what you're looking for, but if you want details of the implementation, let me know.
Nameless Voice on 12/1/2014 at 23:45
IIRC the T1 version of NVScript is heavily untested, but almost all the scripts are (theoretically) included. No guarantees of any of them working, though.
voodoo47 on 13/1/2014 at 00:42
yeah, I would like to avoid that for now. also, I'm not planning to make them frob-dousable (after making them water/gas stim dousable, the player can create darkness where he wasn't able to do it before, so this is lowering the overall difficulty, and to balance it out, I want him to at least waste a water arrow. frob-dousing would lower it even more). so switching off the light when the object is picked up is more than enough, really. but I guess frob off and pick would be ok for loot, so I'll keep that as fallback solution if nothing easier is available (so yeah, feel free to link/post the guide :))
Yandros on 13/1/2014 at 05:05
Coincidentally, Tannar found a bug in my setup today in DCE, so I'm hesitant to post it until we've confirmed that I've fixed it.
ZylonBane on 13/1/2014 at 19:33
Quote Posted by R Soul
Do you happen to know if NVScript works in T1 now that NewDark is out?
IIRC, "T1" NewDark is just the Thief 2 version running Thief 1 missions (hence some of the AI differences people have been observing). So any T2 script should work fine.
voodoo47 on 13/1/2014 at 21:01
ok, solved - checking "dynamic light" was all that was required (after setting it up exactly like the rest of the dousable candles). thank you, SS2's laser rapier.
one last problem - how can I make them start out as doused? //solved - setting to smoothly dim will do the job (but min brightness has to be set to 0).