The Watcher on 21/7/2013 at 22:24
TWScript is a collection of scripts for NewDark Thief 2 (it may work with NewDark Thief 1 and System Shock 2, I have not tested it with either).
Current Scripts:* TWTrapAIBreath - control a particle group attached to an AI to simulate breath clouds in cold areas.
* TWTrapSetSpeed - modify the speed of moving terrain objects at game time.
* TWTrapPhyStateCtrl - modify an object's location, orientation, velocity, and rotational velocity.
These scripts are all beta (AIBreath should probably be considered alpha, really), expect oddness sometimes. The script package is under development and scripts are liable to change - please subscribe to this thread if you want to know about new released.
Downloads:* (
http://thief.starforge.co.uk/images/e/e0/TWScript-2.0.7.7z) TWScript_2.0.7.7z - the archive containing the .osm, license information, and supporting documentation.
* (
http://thief.starforge.co.uk/images/c/c8/TWScriptDemo-2.0.7.7z) TWScriptDemo-2.0.7.7z - an optional archive containing a demo of the script package.
In order to use the demo mission, unpack the demo archive into the FMs directory in your editing install, make sure that NVScript is available to Dromed (either put nvscript.osm in the TWScriptDemo directory, or in the Thief2 directory.
NVScript is not included with the demo mission), run Dromed and select the TWScript demo mission in FMsel, then load the demo mission.
LarryG on 21/7/2013 at 23:06
Super! Thank you.
sNeaksieGarrett on 22/7/2013 at 00:36
Great! :thumb:
Also, ss there some functionality of NewDark related to FMSel that I'm missing? I'm just wondering if what you're explaining is any different that just unpacking the files into a subdirectory of thief2. Since the demo must use Dromed, I'm guessing it doesn't really matter, it's just the FMs/FMSel method is one way of doing it.
Edit: Nevermind, I see exactly what you're talking about. Without FMSel, I would have had to extract everything into the thief directory, or modify my darkinst.cfg. This method is a lot simpler and I didn't even realize I could edit FMs through FMSel! Thanks.
The Watcher on 24/7/2013 at 15:53
Updated to 2013-07-24 Version 2.0.5
* Added support for `TWTrapAIBreathLinkType` to TWTrapAIBreath
Apiai on 24/7/2013 at 17:05
Wow, the simulate breath clouds look cool ! Just a little detail, it would be nice that the clouds have a little drag effect, would be more realistic.
Florian on 25/7/2013 at 05:55
Is it possible to provide the demo also zip-packed to use with Darkloader as I am not using FmSel? It seems the 7zip-file can not be loaded. Thank you.
sNeaksieGarrett on 26/7/2013 at 01:17
Yeah, 7z is not compatible with darkloader.
Also, it's very easy to set up FMSel if you want to try the demo. Afterwards, you can then disable FMSel. I think it would be possible to use with darkloader, but he'd have to create a .zip with a .mis/.gam rather than the provided .cow file. Also, I still haven't had a chance to learn the scripts or look at the latest demo since I'm working full time now. I'm going to see about checking it out this weekend and then report back.
sNeaksieGarrett on 26/7/2013 at 01:35
I recommend checking out my (
http://www.youtube.com/sneaksiegarrett) YouTube channel on using dromed, Albert. :P
That said, to load up a script, you can do either of two things:
1.) type
script_load scriptname into the box in the bottom right of the dromed window, then hit enter.
OR
2.) Look in one of your menus for a load script command. I think by default dromed never had one, so you had to resort to typing in "script_load" all the time. However, if you're using one of the fancy custom menus for dromed then there should be a load script command somewhere. For example, in my copy of Dromed, there's a
Script sub-menu under
File in Dromed 2.
The Watcher on 26/7/2013 at 08:59
Quote Posted by Albert
I didn't know how to call up either twscript or nvscript.
First you'll need a silver ink gel pen, a summoning grid connector USB cable, a laptop, a goat, a small altar, and a sacrificial knife...
Quote Posted by Florian
Is it possible to provide the demo also zip-packed to use with Darkloader
I'll have a look at it this weekend; need to see if I have an install left that still has darkloader hooked up to it so I can test if it'll actually install.
sNeaksieGarrett on 26/7/2013 at 18:35
Had the day off so I've gotten a chance to check this out. I've discovered two "bugs" when testing this in my mission:
1.) When the AI detects Garrett his breath occurs more frequently, but when he returns back to his patrol, his breath is permanently in a faster state than it was before having detected Garrett.
2.) When the AI dies, even with TWTrapAIBreathStopOnKO="True"; the breath sticks around a bit longer than it should and you can see it appear in the wrong spot. I know you mentioned in the documentation that when they get KO'd, the particles can emit in the wrong spot, but I thought turning this on would completely eliminate it, however it still happens for like a second when the AI falls to the ground.