zacharias on 12/7/2003 at 18:06
TrigWorldFocus is a standard script.
If you've added the scriptstim try playing with the min max settings of the receptron (try no min no max, or 0 and 2)
Anderl2 on 12/7/2003 at 18:51
Thanks. folks!
but may I answer myself? :cheeky:
I made the mistake trying out GS's custom scripts, always wondering about his not really working demo mission... Another effect was 'my' non-working TrigWorldFocus Dingsbumms.
Ha, I made the fault(?) !!!
So if anyone's reading GS note on his scripts, that due to possible conflicts with Darkloader-extracting-darkhook.dll, he renamed his piece into darkhook.dlx.
And Anderl deleted the orig. dll, and renamed GS' one into darkhook.dll.
Do not do such !! :-))
A.
(p.s. after restaurating everthing, auto-frob frobbed like hell! Hurray)
Bumbleson on 13/7/2003 at 06:38
I found a way that allows to leave out the receptron as well. All that is needed is a different custom script and an additional link:
* Follow Jocke's description, but in the first step don't add the script TrapStim. Add TrapScrMsgRelay instead.
* Don't add the receptron
* In addition to the ControlDevice link, make a ScriptParams link from the sign to itself.
* In the data field of the SP link write 'FrobWorldEnd' (without quotes)
Anderl2 on 13/7/2003 at 17:54
Thanks, Bumbleson,
I have to try this, since the normal method made only one sign auto-frobbing. A second try with the same set of a&r does not 'auto', only manual... ?!?
But overall DromEd (or me?) behaves strangely since short (since I tried out some Dromed-commands, AI (guards) that did move always, now stand still with arms stretched, no matter what previos copy of .cow I load. While another AI (scurrybot) moves as usual. So confusing)
Andreas
Bumbleson on 13/7/2003 at 18:37
Jocke's method should work with every sign as long as you follow the instructions to the letter (for every new sign). I can't currently think of anything that could make it go wrong in the way you described.
AIs with the arms streched out usually point to two possible faults: You forgot to load 'gen' and / or 'convict', or you did not calculate the pathfinding database. But if some AIs move and other's don't, I'm baffled. :p
Did you modify anything in the object hierarchy?
Vigil on 14/7/2003 at 04:13
May be a dumb question, but is it really necessary to create a whole new stim (and hence gamesys) in order to get the autofrob to work? Couldn't you use a preexisting stim like Knockout instead? Sure, in that case the script might fire if you hit the sign with the blackjack, but in that case you'd be staring at it anyway.
Or wouldn't this work? *trots off to test*
Anderl2 on 14/7/2003 at 12:05
Quote:
Originally posted by Bumbleson I'm baffled. :p me too :-)
this is what 'script_dump_files' reports:
Script modules in mission:
'gen'
'convict'
In all missions, even the original ones, the AIs behave normal, but just do not move.
Imho this effect could be somewhere deeper than in the gamesys.
I suspect a(nother) configuration file, or the thief.exe itself?
clueless, A.
Bumbleson on 16/7/2003 at 00:36
I once had a problem with a demo mission from Madbull (maybe you know him from the German forum?). He assured me he had calculated pathfinding and done everything else necessary, but when I loaded it in Dromed, all the AIs stood there arms stretched out. I had to re-calculate pathfinding to make it work. Our conclusion was it had to do with the different versions of Thief we used. I use the English version, while he has the German. So there are differences other than language files. Did you replace any files in your Thief folder by hand?
Anderl2 on 16/7/2003 at 09:13
:D not having the time and the 'Lust' (as used here :) to find the buggy or mis-placed / mis-edited file, I replaced everything with the originals from CD, updated, re-installed etc...
No more stretched arms :-)
A.