john9818a on 19/3/2008 at 19:27
Quote Posted by nicked
All I can think now is perhaps to have Garrett emit the object, but this will surely create a new instance of the object, and I need to be able to set up other interactions between the objects that can't rely on linking to the archetype. Perhaps Garrett could emit a teleport trap...
You can have an emitter trap emit a specific object by refering to it's object name (name you specify) instead of using the archetype name. It will have the same effect as teleporting.
nicked on 19/3/2008 at 19:41
aha, then that could be the answer...
Nameless Voice on 19/3/2008 at 19:56
I just skimmed this thread, but it looks like you're all going around in circles trying to make it much more complicated that it really is.
Set yourself up a FrobStim if you haven't already.
Add the new stim, give the Garrett archetype a receptron to Stimulate Source by Me, FrobStim, multiple by 1.0, then add 10.00.
Give the button a FrobStim source, intensity 1.00, contact, frob in world.
Guive the button a FrobStim receptron, intensities 10.95 to 11.05, teleport object, Target:
your object, Agent Object:
source.
That's all.
Re-read Totality's receptron tutorials if any of that is unclear to you:
(
http://www.thief-thecircle.com/dromed/displaysubject.asp?titleID=100&title=Sources%20and%20Receptrons%201&sub=Stimuli) Part 1
nicked on 19/3/2008 at 20:08
hmm, this appears to teleport Garrett to the object, rather than teleporting the object to Garrett.
Nameless Voice on 19/3/2008 at 20:13
Make sure you put the right object in the right box with regards Target Object and Agent Object.
I was going to say I'd given them to you the wrong way around, but no, checking it again, I didn't. Target Object is the object to teleport, Agent Object is where you want to teleport it to.
nicked on 19/3/2008 at 20:48
Ah, I've figured out what's wrong. It is teleporting the object to the player, that works fine. But the button also triggers a player teleport. Unfortunately the object is teleported after the player. The set up I want is for the object to be left behind at the player's location, and then they teleport away.
Is there a way to ensure the stims happen after the trapteleporter script?
Nameless Voice on 19/3/2008 at 21:38
Don't use a trap teleporter, use a receptron to teleport the player.
Remember that, with the FrobStim setup, the Source of the FrobStim is always the player object. So, just Teleport Object, Target Object: Source, Agent Object: [You destination].
nicked on 19/3/2008 at 22:26
but of course! After swapping all the teleporttraps for stims, it all works beautifully! Thanks for your help!
Yandros on 20/3/2008 at 03:22
\o/ \o/ \o/
Three cheers for Act/React!
Mortal Monkey on 20/3/2008 at 06:47
Quote Posted by john9818a
You can have an emitter trap emit a specific object by refering to it's object name (name you specify) instead of using the archetype name. It will have the same effect as teleporting.
Indeed. Especially useful* for teleporing objects that don't exist before the game starts ;)
Now why didn't I think about attaching the emitter trap to Garrett himself? This calls for experimentation.
*Not actually all that useful, since it changes the physics model of the emitted object.