New Scripts: tnhScript 2.1 [final] Public Scripts 2.1 [second test] - by Telliamed
Yandros on 10/4/2009 at 21:40
Which trigger did you miss? Glad to hear it seems to be working correctly with the new releases. There's a lot of scripting in that mission.
Telliamed on 11/4/2009 at 19:46
No, that wasn't it at all. Turns out I had been playing the mission without tnhScript. The OSM had the wrong name. :joke: :sweat:
Once I set that right it all went like a breeze. Well, as much as you can call being stuck in an endless nightmare a "breeze".
I was a bit amused to see a couple custom objects from Amnesia. (the hanging candle lantern and chain) And the only complaint is I was disappointed that the egg pods weren't alive. Those things gave me a fit in SS2 (especially the swarm pods) so I was creeping through that sewer real timid until I realised I could smack 'em with a sword and nothing would happen.
Yandros on 11/4/2009 at 23:45
Ah, yes, I've taken to renaming all osm modules in my missions. It started with gen and the problems with the patched version in the ZIP not getting installed.
Anyway, uhm.... the pods DO in fact do something, and all you have to do is bump into them. Although the sword should do the trick too. As for your lantern - sorry I didn't credit you, I got that mission from Will with no attributions and didn't know where most of that stuff came from, I thought it was mostly from DEDx. I'll add you to the readme when and if I ever do an update.
Telliamed on 28/4/2009 at 00:14
So nothing to say on Public Scripts? It's a bit awkward when no one gives me any bug reports. Make something up if you have to.
A while back I recall some talk about WindowShade. I've got that here, as well as ControlWindowShade. But I made a small tweak to how they act in TDP. When the game starts, I change the textures to match the current light state. But perhaps you have a perverse reason for the light and textures to be out of synch initially? I can't imagine why, so I'll do it this way unless someone speaks out.
Then there's the elementals. TDP is supposed to make them shrink upon dying. But I don't think it was ever used. They kept SlayResult=Normal so they just die and disappear. But I can set SlayResult=NoEffect and have the scale tweq destroy the elemental when it completes. But honestly, I think it looks dumb. Which is probably why the original games didn't use it. So is it worth worrying about that part of the script working? The issues are:
- How fast should the scale be? TDP made the fade time take 1000ms always. I think a faster speed is at least slightly less annoying.
- Should the attached particles be on or off when shrinking?
And are there any T1/G scripts that you really want in the next release? I've got through the Bonehoard scripts, and a few scattered ones from other missions. But some of the tricky ones like the Assassins look-back script could take time and I'd rather get a release done sooner rather than later. And I still haven't tested anything in Thief 1 or SS2.
R Soul on 28/4/2009 at 00:27
I'll do some testing over the next few days, but with so many scripts it would be best if a few others did as well...
R Soul on 28/4/2009 at 15:38
CommandControl sems to have stopped working. I tried a variety of triggers (frob button, enter boundstrigger etc) but the script doesn't seem to respond.
TrapKillEvents works, but if the player tries to look around while it's active, when the timer expires the view will instantly snap to the direction in which the player tried to look.
Things go a bit haywire if the player is moving/rotating when the trap is activated. The motion will continue while the trap is active. In the case of moving, the player will keep going even after the timeout. Perhaps this trap could also issue a halt_player command, which works in Thief2.exe.
TrapCamAttach: What does forcereturn do? I don't understand the description "Always return the camera". Return to what? When setting it to true, I can't see any difference in the object's behaviour.
TrapFreezePlayer: freeze_speed=-1 is an amusing setting. As a temporary thing, it might go well in a 'The Sword' type of mission. Imagine how evil it would be to have it triggered via an AI's Alert Response. Then the player tries to run away...
I will do more later.
PsymH on 28/4/2009 at 15:57
Sorry for my english, because it is difficult to explain this
I already use Public Scripts in my mission, bot only a few of them. What I noticed is TrapCamAttach. If the object, that has this script, is hitten by a explosion (from a FireBolt or FireArrow) and I use this object again, the view origin is anymore from the object. It seems that the viewpoint is falling trough the solid space.
Because I have no idea how I can get rid of this problem, I have removed the ExplodeMe property from my hierachy. And it works now.
Yandros on 28/4/2009 at 17:08
Quote Posted by R Soul
TrapKillEvents works, but if the player tries to look around while it's active, when the timer expires the view will instantly snap to the direction in which the player tried to look.
Things go a bit haywire if the player is moving/rotating when the trap is activated. The motion will continue while the trap is active. In the case of moving, the player will keep going even after the timeout. Perhaps this trap could also issue a halt_player command, which works in Thief2.exe.
This would be wonderful, if it works. I tried to manually do a halt_player in Deathmatch during the player respawn sequence, but it didn't work. I think what I did eventually was have every roombrush be concrete and do a halt_player on
TrigPlayer. It was easy in that mission since it only had a few roombrushes, but it might work much better and be easier if the script did this itself.
Quote Posted by R Soul
TrapCamAttach: What does forcereturn do? I don't understand the description "Always return the camera". Return to what? When setting it to true, I can't see any difference in the object's behaviour.
My understanding is that if the player takes combat damage, the view is returned to the player from the camera, so he has a chance to defend himself. I've never tested it in any release of the script though.
PsymH - I always use a marker with
TrapCamAttach, which shouldn't have that problem.
Telliamed on 28/4/2009 at 23:37
I ask for feedback from
Public Scripts and y'all start going on about
tnhScript. :mad:
Quote Posted by R Soul
CommandControl sems to have stopped working. I tried a variety of triggers (frob button, enter boundstrigger etc) but the script doesn't seem to respond.
Is your design note just "command"? It has to be "on=command". I used to let you make shortcuts but not anymore.
Quote:
TrapCamAttach: What does forcereturn do? I don't understand the description "Always return the camera". Return to what? When setting it to true, I can't see any difference in the object's behaviour.
It has to do with more than one remote camera. Activate one camera than make TurnOff be sent to a different TrapCamAttach. This also affects the scouting orb.
Quote Posted by PsymH
I already use Public Scripts in my mission, bot only a few of them. What I noticed is TrapCamAttach. ...
Again, this is
tnhScript, not Public Scripts. (My apologies. Please continue.)
Quote:
If the object, that has this script, is hitten by a explosion (from a FireBolt or FireArrow) and I use this object again, the view origin is anymore from the object. It seems that the viewpoint is falling trough the solid space.
Because I have no idea how I can get rid of this problem, I have removed the ExplodeMe property from my hierachy. And it works now.
Does setting Physics\Controls\Location+Rotation help?
Also, don't give the object a damage model. Remove the hit points property from the object and its archetypes. Note that it isn't enough to merely set hit points to 0. If the object does get damaged, at least set the EngineFeatures\SlayResult to Normal or Destroy.
LarryG on 29/4/2009 at 00:44
Quote Posted by Telliamed
A while back I recall some talk about WindowShade. I've got that here, as well as ControlWindowShade. But I made a small tweak to how they act in TDP. When the game starts, I change the textures to match the current light state. But perhaps you have a perverse reason for the light and textures to be out of synch initially? I can't imagine why, so I'll do it this way unless someone speaks out.
You may be thinking of (
http://www.ttlg.com/forums/showthread.php?t=125929&highlight=WindowShade) this thread.