Zontik on 2/6/2015 at 08:14
The idea: there is an object created in game, with unknown ID.
The goal: to trigger an event when the object is placed in a certain place (roombrush, table, etc - no matter).
Circumstances: there is a neutral AI who presents in that place and can be used somehow.
Is it possible?
fibanocci on 2/6/2015 at 09:07
Concrete Roombrush-->TrigRoomCreature
It's a bit of trial and error to place the room brush. You need to place the emitter trap (or whatever) above the room brush. Or let the creature walk into the room brush.
Zontik on 2/6/2015 at 11:02
I was probably not clear enough. Object is created, then player takes it, then it should be delivered to the certain place to activate trigger. The object cannot go there itself.
Yandros on 2/6/2015 at 11:09
S & R should handle this fine. The created object will need either the stim or receptron on its archetype, and the other in the location where it should be dropped.
fibanocci on 2/6/2015 at 11:16
TrigRoomDelivery should do it.
Zontik on 2/6/2015 at 13:21
Unknown for me, I'll see what is it...
Quote:
The created object will need either the stim or receptron on its archetype
Do they inherit correctly? If yes, there is no problem.
FireMage on 2/6/2015 at 14:59
TrigRoomDelevery... I think it's the room that work with an object linked to it with a ~Route link if I remember correctly...
Check the evidence strong box and hagen's office room in Framed. It's pretty easy to see how it work ;)
Yandros on 2/6/2015 at 15:00
I know that Receptrons on both direct and parent archetypes are triggered on concrete objects, there are a lot of those in the object hierarchy. I assume Stims are the same.
LarryG on 2/6/2015 at 15:45
Try one of these scripts according to your needs.
Quote:
<dl><dt id="trigroomdelivery">TrigRoomDelivery</dt><dd>gen.osm 2 A derivative of <code>(
http://thiefmissions.com/telliamed/scripts.html#trigroomobject) TrigRoomObject</code>. Sends <code>TurnOn</code> along <code>ControlDevice</code> links when the object enters a room while being contained by an <code>Avatar</code>. Sends <code>TurnOff</code> if the object leaves the room or is dropped. Entering the room while not in the inventory does nothing. Picking up an object in the room will send <code>TurnOn</code>. The rooms to trigger on are specified with <code>Route</code> links from the object to the room objects, or a parent of the room objects.
</dd><dt id="trigroomdeposit">TrigRoomDeposit</dt><dd>gen.osm 2 When an object is removed from a container (message <code>Contained</code>), such as the player's inventory, while in a specific room, or if it enters the room (message <code>ObjRoomTransit</code>) while not contained by another object, it will send <code>TurnOn</code> to objects linked from it with <code>ControlDevice</code>. If it leaves the room, or becomes contained by another object, it will send <code>TurnOff</code>. The room objects it will trigger in are specified with <code>Route</code> links from the object to the rooms, or to a room object the room inherits from.
</dd><dt id="trigroomobject">TrigRoomObject</dt><dd>gen.osm 2 Sends <code>TurnOn</code> to <code>ControlDevice</code> linked objects when this object enters a specific room (message <code>ObjRoomTransit</code>). Sends <code>TurnOff</code> when leaving the room. The room to trigger on is specified with <code>Route</code> links from the object. Any room object that inherits from one of the linked rooms will trigger the script. Moving between two different rooms that both have a <code>Route</code> link from the object will do nothing. Even non-physical objects receive <code>ObjRoomTransit</code> messages, so objects in inventory will also trigger.
</dd></dl>