Sensut on 16/11/2013 at 07:42
QuestVar is a Trap so you can add script flag Once, NoOff right for it, you don't need any external aids.
Sacrond on 18/11/2013 at 16:45
Thank you guys! btw I'm trying to make area, from where you must shoot broadhead arrow to button and activate doop opening script, but requireAlltrap just needs me to shoot the button, and then just go to the area. How can I make requireAlltrap to work only if all its links are active at the same time? (standing in certain area and shooting to the button, not one after the other) Is it possible?
R Soul on 18/11/2013 at 17:50
Instead of linking the button directly to the RequireAllTrap, use a RevertTrap. These send TurnOn messages when triggered, then automatically send TurnOff after some time (default: 5 seconds).
Create CD links like this:
Button -> RevertTrap > RequireAllTrap
For the RevertTrap you can use the Script > Timing property reduce the time. Give it a low value (say, 10) so the player can't shoot the button then run to the room brush.
Instead of linking the RequireAllTrap directly to the door, link it to a RelayTrap, and link that to the door. Add the TrapControlFlags property to the RelayTrap and select NoOff. This will prevent the door closing when the RevertTrap times out.
Sacrond on 18/11/2013 at 21:14
R Soul, thank you much! I already used relay trap, but with trap control flags Once, it seems to me it does the same job , revert trap works, but what exactly I have to do to reduce the time?
R Soul on 18/11/2013 at 21:46
If the door can be closed, the NoOff flag allows it to be opened again. If it stays open, NoOff and Once have the same effect.
The timing of the RevertTraps is mentioned in my previous post.
Sacrond on 18/11/2013 at 22:06
Thank you! I missed that part at first.
Sacrond on 19/11/2013 at 22:59
Have some more question, sorry, forgot to write it at first.
How can I create an objective, which fails when, when AI sees you? (in Gervasiuses first mission)
How can I make scroll buttons, which I can take it in inventory? I noticed, that only books and poster scrolls work as button, but can't create scroll, which you can take to inventory and then read and activate some scripts.
Sacrond on 26/11/2013 at 22:05
And one more guys, is there any script property, that anjusts Trap timing? I wan't to make some pause before trap will do anything in mission, for example 1 second, after it receives a signal.
Renault on 26/11/2013 at 22:26
Quote Posted by Sacrond
Have some more question, sorry, forgot to write it at first.
How can I create an objective, which fails when, when AI sees you? (in Gervasiuses first mission)
There are several ways to do ghosting objectives, but if you want to do it just like in Casing The Joint:
Load the miss12.osm script into Dromed. Type "script_load miss12.osm" in the command box.
Add the script AICatchPlayer to each AI in your level. Add->S->Scripts.
Objective #11 if will automatically fail if anyone sees you, so use that as your "No See" objective.
Quote Posted by Sacrond
How can I make scroll buttons, which I can take it in inventory? I noticed, that only books and poster scrolls work as button, but can't create scroll, which you can take to inventory and then read and activate some scripts.
I'm out of practice, but I think you can give the scrolls a StdButton script to make them work as buttons too. Add->S->Scripts. It's a little fuzzy, someone will correct me if I'm wrong.
Quote Posted by Sacrond
And one more guys, is there any script property, that anjusts Trap timing? I wan't to make some pause before trap will do anything in mission, for example 1 second, after it receives a signal.
Add->Script->Timing is one way, but I think it can be unreliable. I think using the NVRelayTrap script is a better option.
Sensut on 27/11/2013 at 07:17
Quote Posted by Sacrond
And one more guys, is there any script property, that anjusts Trap timing? I wan't to make some pause before trap will do anything in mission, for example 1 second, after it receives a signal.
TrapTimedRelay script is your friend, it is in
gen.osm 1.18. Add a
Timing script flag for it by
1000 value (= 1 second).