Eternauta on 28/6/2014 at 12:04
I am using a TrigRoomDeposit. When the object is on the ground I wish it weren't frobbable.
Also I would like to leave as is:
FrobInfo WorldAction Move
Inv Action None
ToolAction None
There is a way?
Until now I had used the method:
Design Note: NVMetaTrap="FronInert"
Scripts NVMetaTrap
It worked but when I deleted the Move in InvAction by FrobInfo it has stopped working!
Thanks a lot!
LarryG on 28/6/2014 at 13:47
I suspect that your problem is related to how you are triggering NVMetaTrap. So, how are you triggering NVMetaProp? I would use a custom message (just to avoid confusion with other messages) from the object CD linked to the TrigRoomDeposit object and sent via an NVRelayTrap back to that TrigRoomDeposit object. That way the metaprop is only added when the TrigRoomDeposit has done it's job. I might also do something to prevent the player from bumping it out of the room at the same time. As you can see from the script description, that would result in a TurnOff being sent too.
Quote:
<dl><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></dl>
Eternauta on 28/6/2014 at 15:07
Ok, I fixed it!
Thank you LarryG! :D