Zontik on 20/1/2018 at 09:51
Is it possible to make a selected inventory item go into the center of the screen (like a key does)? The problem is that I have to make it by sending TurnOn signal to the object, player shouldn't frob it himself. It's just an illusion of tool frobbing.
I know the similar sytem was used in MissionX, but I'm afraid it was made by custom scripts.
R Soul on 20/1/2018 at 13:59
The usual way to start developing this type of solution is to put NVSpy on an object to find out what messages it receives under normal circumstances. Unfortunately it seems that there are no messages involved with using an item as a tool.
If you explain in more detail what effect you're trying to create, someone may be able to suggest a good alternative. I did a lot of scripting for Mission X but I'm not sure what system you're referring to (there was already a lot of scripting before I got involved). If you say what that system is, I'd be willing to have a look at it and see if it can be adapted.
Zontik on 20/1/2018 at 20:17
I've spent several hours trying to reproduce the effect and finally went completely another way. I doubt the thing is completely impossible, my skill is just not enough. But another way I found seems fit better, so there is no need to continue development.
The NVSpy was probably the last thing I didn't try, the reading
StdKey script description made me think the same way:
Quote:
it seems that there are no messages involved with using an item as a tool.
No matter, another solution is even better.
But I'm still curious how it was made in MissionX: when you make notes into your 'diary', when activating pen and paper object in your inventory, it goes into low center part of the screen (junk items position), and then goes back to the right lower corner. It is not completely what I was talking about in the first post (I thought about the central screen point, keys position), but I was sure it could be made the same way.
Seems I was wrong.
R Soul on 21/1/2018 at 00:10
I'm glad you've found another solution. The notes system in MX was way before my time, and I seem to be having a script problem (old .osm error). In addition to those tings, the general complexity of MX means it's impractical to try to fathom what's going on, but I can suggest that a custom script is simply changing the Inventory > Type property from Item to Junk, adding the map note, and then changing the property back to Item.
Phantom on 21/1/2018 at 16:00
Are you just trying to activate an object the way a key does? Couldn't you create a key and lock, then change the object models, names, and schemas to whatever you want? I haven't tried this myself but it seems plausible.
Yandros on 21/1/2018 at 19:13
That will work, but it has drawbacks. It's better to use a source & receptron (with a custom stim).
Zontik on 22/1/2018 at 08:04
Just to let you know. Unfortunately the system with changing object type from Item to Junk on the fly (no custom scripts, just S&R) doesn't work either. It was my first try to make the setting work. I decided to move the object to the center of the screen later.
Haplo on 22/1/2018 at 11:27
I did something similar a long time ago, although never ended up using it in any of the missions. If I remember correctly I used NVItemGiver to take the inventory object away from the player, then give him junk object, and then destroy the junk object and give back the original inventory item. Or something like that.
Zontik on 22/1/2018 at 12:33
Thanks! Fortunately I've completely forgot about KDJunkTool. If no, it would cost me some hours more with the same result.
The script seems interesting, but it's not a ready solution for my task. Absolutely.
The setting with NVItemGiver seems more suitable (and it SHOULD work, can't see any reason why not), the only possible problem is how it looks on the screen: sliding object or jumping one? Next time I'll test it.