FireMage on 14/3/2015 at 23:46
Hello everybody,
This thread will be done just to get some answers from all Dromeders to find out some answers to many questions I have in mind.
Some will maybe sound stupid. Some totaly absurd. But because we can be surprised by asking a question, why not?
1. Is it possible to do, like for the loot, some object with a variable in the name?
I know, it's hardcoded about the loot. But I remember that I get someday a bug with dromed that shows me the loot as an object_name. Perhaps someone here get the same thing. I would be very interested to know!
2. Is it possible to compare two different variables with TrigQvar or something else?
3. Do you know ALL the symbol that we can use with the Variable trap?
4. Do you know ALL the symbol that we can use with the conversation trap and their difference?
I have noticed that a blank line means by default "me", @{the archetype name} means "All". I noticed #{the archetype name} but I don't know how it work...Any?
5. In Intrface.crf/{your language}/DEBRIEF.str what means the format?
6. In the same file we can see the variable TOTAL_LOOT. Is this variable created AFTER the game, or DURING the game? And then, is it possible to use it?
I know although that all the other variable with DrS exist already when the game has started.
7. Do you know a method or a custom script that apply a stimulis while we are holding the mouse button to frob it instead of sending the stimulis once the mouse button is pressed no more?
8. Do you know if it's possible to make a weapon receiving an attack stimulis while the player is blocking?
I have always tried to do a breakable sword, but I never found how to do that and no tutorial about it. Any ideas?
9. Do you know the difference between the kind of dispersion with a source stimulis as radius? The raycast to tick, and dispersion none, linear and inverse QuadRatic?
10. How to use Set Property and Remove Property ?
I think that's all for the moment. Perhaps I got some other answerless questions... but tonight I think that will be all...
What do you think about it?
Some can be resolved with custom scripts, I'm sure of that! But some other... I don't know and need your help for that!
Plus, such answers may help many mappers in their missions!
Forward thanks to you dudes! :thumb:
R Soul on 15/3/2015 at 01:33
"1. Is it possible to do, like for the loot, some object with a variable in the name?"Yes. NVScript includes NVQVarName
"2. Is it possible to compare two different variables with TrigQvar or something else?"Yes. NVScript inlcludes NVTrapSetQVar. The QVar property can be, say, >value1:value2
"3. Do you know ALL the symbol that we can use with the Variable trap?"I don't, but Telliamed does: (
http://www.thiefmissions.com/telliamed/qvars.html)
The NVScript versions of the QVar script support those operations and a few more.
"4. Do you know ALL the symbol that we can use with the conversation trap and their difference?
I have noticed that a blank line means by default "me", @{the archetype name} means "All". I noticed #{the archetype name} but I don't know how it work...Any?"I'm not familiar with #, but I think ^{archetype} means the nearest one.
"5. In Intrface.crf/{your language}/DEBRIEF.str what means the format?"I think someone told me it's how strings are formatted in the C language. I'm not sure of some of them, but %d is a number. Look at @<02 for DrSLockPick. It tells the game to hide this varaible when the mission number is less than 2 (you don't get lockpicks in mission 1). If your FM doen'st contain any mechanist robots, you should increase the number for the Iron Beasts stat so it's higher than your FM number.
"7. Do you know a method or a custom script that apply a stimulis while we are holding the mouse button to frob it instead of sending the stimulis once the mouse button is pressed no more?"NVScript again. Use NVRelayTrap activated by FrobWorldBegin, decativated by FrobWorldEnd. You can also use the parameters to send a stim with some intensity an infinite number of times while the trap is active.
"8. Do you know if it's possible to make a weapon receiving an attack stimulis while the player is blocking?
I have always tried to do a breakable sword, but I never found how to do that and no tutorial about it. Any ideas?"I don't think so. A contact based stim would detect a clash, but I don't think it's possible for the game to know which one of you is blocking.
"9. Do you know the difference between the kind of dispersion with a source stimulis as radius? The raycast to tick, and dispersion none, linear and inverse QuadRatic?"'None' means any object inside the radius will get the full stim intensity.
'Linear' - the intensity drops off at a constant rate as the distance to the object increases. Full intensity at 0 distance, 0 intensity at the radius distance.
'Inverse Quadratic' - the intensity drops off very steeply as distance increases, but as the distance increases, the force drops less and less. I'm not sure what formula LGS used but it might be 1/x[sup]2[/sup]
"10. How to use Set Property and Remove Property ?"(
http://dromed.whoopdedo.org/dromed/receptron/set_property) Info here. You need to know the internal property name, which you can find by following those 'property links'.
qolelis on 15/3/2015 at 17:44
Quote Posted by FireMage
5. In Intrface.crf/{your language}/DEBRIEF.str what means the format?
More info here:
(
http://www.ttlg.com/forums/showthread.php?t=98605)
Quote Posted by FireMage
6. In the same file we can see the variable TOTAL_LOOT. Is this variable created AFTER the game, or DURING the game? And then, is it possible to use it?
I know although that all the other variable with DrS exist already when the game has started.
I tested this a while back and as far as I could tell TOTAL_LOOT is calculated some time after the current mission ends and before the debriefing screen is shown - and before that, it's zero, so it cannot be used while the mission is running.
FireMage on 15/3/2015 at 19:17
Many thanks for your help! ^^
And thanks for the links too! These are really useful! ;)
The dispersion seems to be clearly less mysterious to me!
-So... Total loot can not be used. Too bad... as for the sword... :/
-So It sounds that NVscript can do more thing that I though... hmmm I see... I'll keep this in mind so!
-About the converse.. It sounds that researches are needed! I'm sure that we could do even better effects with that! ^^
Thank you again!
Now while I'm here I got more questions (yeah... again...):
-I know a NVscript can attach an object to the player. But is it possible that such an object can 'Follow' the sight of the player?
I'm wondering if it is possible to add something to the UI thanks to such method. Perhaps a script already exist to add this even more easily! But attaching an object to a player that follow his direction may be although useful that's why I want to know the both method!
-Is it possible with a script or a format that I don't know to add a link to an object with pre-parameted data?
For exemple, adding an AIDefendObj to a guard that directly ask him to follow that guy with a radius and a speed already chosen?
R Soul on 15/3/2015 at 20:26
"I know a NVscript can attach an object to the player. But is it possible that such an object can 'Follow' the sight of the player?"Sterlino gave us a gas mask in Assault on the Gas Station, but one drawback was the inability to use weapons.
"-Is it possible with a script or a format that I don't know to add a link to an object with pre-parameted data?"Yes. NVLinkBuilder can also set the data. It might be easier to use (
http://dromed.whoopdedo.org/public_scripts/linktemplate) LinkTemplate from PublicScripts.
qolelis on 16/3/2015 at 02:33
Quote Posted by FireMage
I'm wondering if it is possible to add something to the UI thanks to such method. Perhaps a script already exist to add this even more easily! But attaching an object to a player that follow his direction may be although useful that's why I want to know the both method!
Without knowing exactly what you want to do, I would suggest trying a DetailAttachement link (just remember to make the attached object non-physical first or DromEd will complain). Didn't also KDScript have a script for doing something similar (I remember reading about it, but I may be wrong)?
FireMage on 17/3/2015 at 12:54
I know this link! But it won't respond to my question. I want to do something like an armor bar to represent the life point of an armor that we could care on ourself. That's why I want to change the UI.
About the object to attach I want to create a "more personalized" player arm with an object with joints in fact! ^^