AnotherGarrett on 26/12/2017 at 16:46
Quote Posted by Unna Oertdottir
You could destroy the 'door loot' with nvdeletetrap and teleport/create standard loot there when the door opened.
Can you explain this better? Maybe step by step to setup can help me. Thank you.
Unna Oertdottir on 26/12/2017 at 17:01
For example: the drawer/cabinet has the trigdooropen-script.
--CD link to a timed relay trap (TrapTimedRelay script, set the timing accordingly)
--CD to a marker with nvdeletetrap
--CD nvdeletetrap to the door loot.
The door loot will be destroyed as the drawer opens.
Set a create/teleport trap there.
--CD timed relay trap to teleport/create trap and teleport/create the same loot again. Standard loot. Don't forget to delete the loot property on the 'door loot'.
You can also do this in a conversation.
Load NVscripts first. You can't destroy a door with a destroy trap
Zontik on 27/12/2017 at 06:15
You can also try to add script StdDoor and Translating property to your loot. Don't forget to uncheck Block Vision flag. Why not to start from the easiest way? It will not take too much time.
AnotherGarrett on 27/12/2017 at 13:27
Quote Posted by Zontik
You can also try to add script
StdDoor and Translating property to your
loot. Don't forget to uncheck
Block Vision flag. Why not to start from the easiest way? It will not take too much time.
I tryed to do this method (standard loot + door properties), but doesn't work. I don't remember why now, but today i'll try again.
I started doing this simply because i want this features on my fm.
@Unna Thanks but it was too conplicated for me
EDIT.
All works fine now whit this method: (standard loot + door properties). But in this case whene loot is inside inventory and i frob again the drawer, happen an error. Something like "object loot has no model".
Now i need to use control device (from drawer/lever) (to loot/door) only at once.
Or better... use control device only if the loot is in the world and not in inventory.
AnotherGarrett on 28/12/2017 at 00:31
New method...
A Drawer , a loot, a TrapTrig
Drawer have StdDoor for translating, and StdButton for activate loot motion
Trap Trig use TrapMoveRelative script (thnscript) whit data inside Design Note
Control Device from Drawer to Trap Trig
Control Device from trap trig to loot
Now whene drawer is frobbed is moving correctly in both direction: open and closed, but loot (off course) move only in the direction set in design note.
I tryed to use a StdLever but maybe TrapMoveRelative doensn't work.
There is a way to write something similar to "IF object is in this position move positive ELSE move negative"?
Or another solution... is the same.
Thanks all
LarryG on 28/12/2017 at 02:25
Just take a look how I did drawers in Finals at the Academy already.
AnotherGarrett on 28/12/2017 at 04:58
Quote Posted by LarryG
Just take a look how I did drawers in Finals at the Academy already.
Thanks LarryG. I'm really sorry but i don't have time to play your mission now. I look for drawers and i found somethings, but all whitout loot (physics loot) moving whit drawers. I'll try again today :thumb:
Yandros on 28/12/2017 at 05:26
Just DetailAttach the loot to the drawer object. Done.
LarryG on 28/12/2017 at 05:47
Sheesh. Who said anything about play? OK. Make the drawer a child of chest with a contains link to the goodies. As long as the object has the joint to tweak it will work. And it doesn't matter that you are doing a translating vs. rotating joint. Frob the drawer and it opens (as defined in the Joints property) giving you the loot "inside" the drawer.
Quote:
Container
gen.osm 1/G/2
On FrobWorldEnd, transfers the contained objects to the player and activates tweqs. Plays schemas appropriate for doors. Sends TurnOn messages along its ControlDevice links. Always opens when LockCheat of Thief 2 is being used.
And this question has nothing to do with the title of this thread. Please ask the moderators to split this into two with appropriate titles.
AnotherGarrett on 28/12/2017 at 07:05
Quote Posted by Yandros
Just DetailAttach the loot to the drawer object. Done.
Error: Physics Model not compatible. If i change Physics, the object is affected by gravity and fall down
Quote Posted by LarryG
Sheesh. Who said anything about play? OK. Make the drawer a child of chest with a contains link to the goodies. As long as the object has the joint to tweak it will work. And it doesn't matter that you are doing a translating vs. rotating joint. Frob the drawer and it opens (as defined in the Joints property) giving you the loot "inside" the drawer.
In this case loot go directly in the inventory.
Quote Posted by LarryG
And this question has nothing to do with the title of this thread. Please ask the moderators to split this into two with appropriate titles.
Sheesh...
Anyway, thanks Yandros and LarryG for the answers