Niborius on 15/1/2019 at 10:31
I have a platform which moves after being frobbed. It all works great, but I want it to go to a dead end, so when it reached the last terrpt, it should no longer be frobbable.
I probably checked every topic on TrapFrobInert, NVMetaTrap, ObjFrobInert etc. but for some reason the platform always becomes frobbable again.
Can anyone get me to the right direction? I've been trying this for hours but to no avail. (It's for Thief 2 btw)
Thanks in advance!
Unna Oertdottir on 15/1/2019 at 10:51
Load NVScripts
Put NVMetatrap on the elevator and NVRelaytrap script on the terrpt
Design Note elevator
NVMetaTrapMeta="Frobinert";
Design Note terrpt
NVRelayTrapOn="WaypointReached"
CD terrpt-->elevator or trigger it in the Design Note.
Niborius on 15/1/2019 at 12:03
This looked promising as it was a new approach for me, but alas, it doesn't work. I Triple-checked if I made any spelling mistakes or even lower/uppercase mistakes but I did it exactly as you told me.
There is a focusscript involved that I made; if you look at the boat a message will appear until you look away. It doesn't have anything to do with this does it?
Unna Oertdottir on 15/1/2019 at 12:27
Is that Focuscript triggering the elevator, too?
You better remove the Frobinfo from the elevator and create a metaproperty with the FrobInfo you need. Then you can remove or add the metaproperty.
Niborius on 15/1/2019 at 12:29
The Focusscript does nothing else other than show text on screen. Everything else is triggered by frobbing the elevator.
I'll try to do the metaproperty thing. I never made one of these, I only know they are a collection of properties. Anything I need to know when making one?
Unna Oertdottir on 15/1/2019 at 12:42
It's easy. Hit F5, open the metaproperty list, hit "add" and add a metaproperty. Name it Frobme or whatever. Add Engine Features--Frobinfo: World Action: Script to Frobme
and save the gamesys/cow.
You can add Frobme to the elevator, the FrobInfo will work as usual.
Niborius on 15/1/2019 at 15:05
Quote Posted by Unna Oertdottir
It's easy. Hit F5, open the metaproperty list, hit "add" and add a metaproperty. Name it Frobme or whatever. Add Engine Features--Frobinfo: World Action: Script to Frobme
and save the gamesys/cow.
You can add Frobme to the elevator, the FrobInfo will work as usual.
Appreciate the help, but how will this method make the train unfrobbable? I'm trying to have it never even highlight anymore after being used.
While spending more and more time on this I've been thinking, maybe I should think outside the box, and add another object (a text that reads something like "Press to use") which activates the train and deletes itself on use. I could make it only appear when the player is close using distance alpha.
Edit: As far as I can tell, with the previous method, the FrobInert is never added to the train as it highlights even when it has reached that TerrPt
Unna Oertdottir on 15/1/2019 at 15:30
If you add a metaproperty like FrobMe, you need to remove the metaproperty again.
In this case, add the design note
NVMetaTrapMeta="FrobMe"
on the elevator
design note on the terrpt
NVRelayTrapon="WaypointReached";NVRelayTrapOn="TurnOff";
A property like Frobinfo can't be removed by a metaproperty, so it's easier to use metaproperties.
Niborius on 17/1/2019 at 08:45
Thanks a lot for the PM, Unna. (Unna sent me a .cow file with this set-up) I got it working now, very happy :) When I'm back home I will upload the mission file in case anyone else has the same problem.