· Home · Glossary · Sitemap ·
· ·
 

‘Bring Object to Location’ Objectives

There are two ways to think of such a goal: Place the object anywhere in a room (e.g. drop a body in a room), or place it on another object (e.g. drop a scroll on a desk).

When doing this for the first time, it is recommended that you try the following in a small practice mission:

Place Object In A Room

  • Create a new type of roombrush and place it around the target area.
  • Add to the object the script TrigRoomDeposit
  • Create a Route link from the object to the Room (you can type the Room’s name in the From box).
  • If your goals have not yet been created, for now you can create any type of Lever (Buttons won’t work here) and give the object a ControlDevice link to it. You can then check that it’s working.
  • If the goal has been created, instead of the Lever, create a QuestVarTrap and add the Trap→Quest Var property.
  • In this property, enter the following: =1:goal_state_X where X is the goal number.
  • Create a ControlDevice link from the object to the QuestVarTrap. When the object is dropped, the goal should become complete.
  • Go into Game Mode and check that it works.

This method will only work in Thief 2. The script TrigRoomDeposit isn’t available for Thief 1. You will have to use one of the other methods.

Place Object 1 on Object 2

Setting up Object 1

  • Add to Object 1 the property: Act/React→Sources. You’ll then see what looks like the Links window. But it isn’t.
  • Click on Add, and the Source Editor window should appear.
  • Before entering the object number, select HolyStim from the Stimulus menu below.
  • Once the stim has been selected, the object will revert to None(0). If you get into the habit of choosing stim before entering the object number, you are less likely to forget about this bug.
  • From the Propagator menu, select Contact
  • Set the Intensity to 10. The window should look something like this:


NOTEME Choose your stim wisely. Choose a stim that will not affect anything else in your mission. For example if your mission has zombies, don’t use HolyStim. If you create your own stim (by selecting Act/React Stimuli from the Show Tree menu), you can be sure it will not interfere with anything in your mission. This will require the use of a custom gamesys, and the mission and gamesys will need to be reloaded for the new stim to be ready for use.

  • Once you click on OK, you should see something like this:

Setting up Object 2

  • If you only need the object to be in a particular location, such as satisfying a “bring object to this room” objective in Thief 1, then you can use a simple Marker for the second object. In that case, it will also help to have a larger intensity for the stimulus.
  • If your goals haven’t yet been created, place a Button nearby, and note the ID, or give it a name.
  • To Object 2, add the property Act/React→Receptrons. Then click on Add.
  • You should see a Behaviour window.
  • For Object, enter the name or ID of Object 2 (There is no need to enter A Table (11). 11 will be fine).
  • From Stimulus, select whatever stim you added to Object 1.
  • For Min Intensity enter 9 , and for Max Instensity, enter 11.
  • From Effect, what you choose depends on whether or not you’ve got a goal to test.
  • If you haven’t yet created the objective (e.g. by running a TOW generated cmd file or by typing the commands yourself), create a button and note it’s ID number. In this example, the ID is 4.
  • From Effect, choose Frob Object, and for Target Object, enter the name or ID of the Button


  • If the objective has already been created, set the Effect to Set Quest Variable.
  • In the bottom right of the Behaviour window is an Edit Effect button. Click on that, and you should see an Effect Data window.
  • In the Quest Variable field, enter: goal_state_X , where X is the goal number.
  • Operation can be left at it’s default value (Set To).
  • In the Operand field, put 1 . I.e. it sets the value of goal_state_X to 1

  • Go into Game Mode and check that it works.

Bring AI to a Location

NOTEME This tutorial was originally written by Apache and stored at the Dromed Central.

This tutorial will explain everything I did to make the “Goal: Bring this AI here” with adding new goals afterwards. I’ll try to make this as easy as possible to follow (I hope).

  1. Making the Trigger AI:
    1. This is an invisible AI that will trigger the goals. Create any type of AI. I used a male servant for this demo.
    2. Place him in the room that Garrett has to bring the body to.
    3. Add these properties:
    4. You now have an AI the is really in the room, just you can’t see or hear him/her and he/she can’t see or hear you.
  2. Making the Bring Here AI:
    1. Just create whatever type of AI you want. Note the concrete number after it is placed.
  3. Linking the two AIs:
    1. Link the trigger AI to the target AI with an AIWatchObj link. Open the settings and look at the picture: FIXME
      • The main part you need to be concerned with is the top down to the first argument.
      • These are the settings of the AI and the radius fields:
        1. Argument 1 triggers the new goal variable.
        2. Argument 2 is just a short pause. (1 second)
        3. Argument 3 triggers the goal completed variable.
        4. Argument 4 removes the lock link keeping you from exiting through that door.
  4. QuestVarTraps and Buttons:
    • Create the following items and place them in a blue room:
      • 2 QuestVarTraps
      • 2 Buttons
    • In this demo I renamed the QVTs & buttons to make it easier for me to remember:
      1. First button GoalTrigger1 is linked to BringHereVarTrap (QuestVarTrap) with a ControlDevice link.
      2. Second button GoalTrigger2 is linked to NewGoal (QuestVarTrap) with a ControlDevice link.
    • Add this property to BringHereVarTrap:
    • Add this property to NewGoal:
      • Trap→Quest Var: =1:goal_visible_0 (Change “0” to the actual goal number.)

This is all you need to do to make the Bring AI here with NewGoal pop-up for your FM. The rest is what I did to unlock that lever controlling the exit door:

  1. Create a door… an unbashable type works best.
  2. Create a Lockbox and place in a blue room.
  3. Link the door to the Lockbox with a Lock link.
  4. And you’ll see how I removed the link in the Link Data picture provided.
 
  dromed/bringobject.txt · Last modified: 2010/01/25 07:25 by r_soul
 
Except where otherwise noted, content on this wiki is licensed under the following license:CC Attribution-Share Alike 3.0 Unported
Recent changes RSS feed Tip Bucket Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki