john9818a on 20/3/2008 at 18:36
Quote Posted by Fidcal
I've tried a creatureAttachment link to 'Garrett' and 'garrett'. And the same to 'player' and 'Player'. Then I tried adding the link to the player in-game via a conversation. Nothing seems to work.
Did you try to CreatureAttachment link From Garrett to the object? The host object needs the link from it to whatever you want to attach it to.
If all else fails, you could always add the object to the player's inventory, wait about 50 ms, and then remove it again. Putting an object into inventory makes it the object selected and moves it physically to the player's location. Even if you teleport an object to the player's coordinates, the player may not see it unless he/she steps back or looks down at the player's centroid.
john9818a on 20/3/2008 at 18:41
Quote Posted by Mortal Monkey
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.
No, but the object nicked was refering to does already exist before the game starts. :)
I've already tried attaching an emitter trap to Garrett. It causes him to get stuck holding an object without being able to drop it. IIRC when I tried it, the sword came up as a junk item in the center, and I wasn't able to drop it or get out of that situation by any means.
sNeaksieGarrett on 26/6/2013 at 20:45
Quote Posted by john9818a
Did you try to CreatureAttachment link From Garrett to the object? The host object needs the link from it to whatever you want to attach it to.
If all else fails, you could always add the object to the player's inventory, wait about 50 ms, and then remove it again. Putting an object into inventory makes it the object selected and moves it physically to the player's location. Even if you teleport an object to the player's coordinates, the player may not see it unless he/she steps back or looks down at the player's centroid.
This is the problem I'm running into. How do I actually put, for example, a speed potion in Garrett's inventory? I did a FrobStim like NV suggested, but it just teleports a SpeedPotion to his position and does not put it in his inventory directly. I could just move the location to be in front of Garrett, but he could easily miss it. I guess I could also add a sound effect and some particles, but if it's possible to put it directly in Garrett's inventory I'd rather do that.
R Soul on 26/6/2013 at 21:06
You need to use a conversation or NVLinkBuilder to add a Contains link. In either case the source of the link is Player
sNeaksieGarrett on 26/6/2013 at 22:07
Ok. I'll have to try the conversation method then, because this is for my multiplayer FM and I can't use NVScripts on that.
R Soul on 26/6/2013 at 23:40
I reckon most people have auto-equip enabled (the default setting), otherwise, how will they know what they got from a footlocker if they had something else selected?
sNeaksieGarrett on 27/6/2013 at 00:27
Hmm, hadn't thought of that Yandros. However, I don't think Tos tested for any custom scripts, just gen and convict. I can check with him next time he gets on, but I don't think I'd be able to use that. On the off chance that someone doesn't have auto-equip enabled, what if I could just display some text on the screen to tell the player that they've acquired a new item? Much like how new objectives work, except with different text?
Oh, and in addition to that, I could mention it in the readme file.
MysteryMan on 27/6/2013 at 05:25
nvitemgiver would work much better than teleporting an object to the player, since you mentioned onscreen text first. I believe he fixed the onscreen text issue with the latest version of nvscript. nvrelaydelay would time your onscreen text once the turnon to the trap, then nvitemgiver just after the onscreen message.
mulitplayer, okay. Custom metaproperty, and use Act/React S+R's, you can also use "Contain" Script.
Yandros on 27/6/2013 at 12:26
Good point, Robin. I guess in the past I used it only to force inventory to an item they already had had for some time.