mxleader on 2/11/2007 at 16:34
Of course not. I'll give that a try then.
john9818a on 2/11/2007 at 22:41
Quote Posted by mxleader
I need to drop the object in a particular spot within a room. Could I create the concrete room within an existing room, like maybe a really small 2x2x2 room?
I'm not sure why I'm posting this now, but... If the small room is a hole in the floor then it would work. I did this in Bafford's Last Stand with the hammer. Even though I didn't execute the concept very well, it still worked.
mxleader on 3/11/2007 at 06:05
Thanks!!! Finally! setting the gamesys is what I was not doing. Now I have an object with the source on it, an unrendered table with the receptron on it, and a lever connected to them. So now that everything is working, what is the best way to set up a goal?
Fidcal on 3/11/2007 at 07:32
Setting up objectives (goals) is basically setting up quest variables in Editors > Mission Quest Data but if you've not set up any objectives yet then I recommend you read Komag's general tutorial and also get Thief Objective Wizard sometimes called TOW for short. Don't know where it's hosted these days though so have a quick search and you should find it.
[EDIT] Although you definitely want to study those if you've not done objectives before - note that your particular objective won't need any goal_type at all and you complete it with the qvartrap mentioned earlier.
mxleader on 3/11/2007 at 18:03
I've set up the goals with TOW, but I'm not sure exactly where to attach the questvartrigger. Would I attach the property to the lever or the table or the object to be moved?
Fidcal on 3/11/2007 at 19:15
Use R Soul's method. What you do is ... wherever you set up the receptron. Sorry can't remember which way round you did it now. But where you put the receptron - on the table or the object? You have a receptron to frob the lever. Add ANOTHER receptron to that same object but this one, instead of selecting 'frob object' in the 'effect' input, select 'Set Quest Variable' then click the 'Edit Effect' button (bottom right on that panel) then in the input against 'Quest Variable', type goal_state_X (X = goal number) Leave 'operation' at 'set to' then put 1 (which means complete) in the operand box. OK? So its setting the 'state' to 'complete'.
You do not need the qvartrap in this method so if you made one then delete it. So now when you drop the object it should trigger both the lever AND set the objective as complete. When you are happy it is all working OK then delete the lever. It was just for testing.
Fidcal on 3/11/2007 at 19:20
Also, if this is still not working to show the objectives then I think you need to disable no_endgame or something in the config. Sorry to be so vague but if it works ignore me. If it don't then check back here someone will probably put me straight. - straight back in the looney bin. :)
mxleader on 4/11/2007 at 22:23
Fidcal, R Soul, nightshifter and the rest: everything works great!!! Thanks for all the help. Now that the gamesys is loading the way it is supposed to, I can go back and work on the custom sound issues I was having.:thumb:
Cardia on 1/4/2019 at 18:10
i have a question for goal no type, for example if i add goal no type as the fourth i have to set the quest var trap this way?:
=1:goal_state_4
R Soul on 1/4/2019 at 19:45
There's only one way to find out.
;)