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dromed:bringobject

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dromed:bringobject [2013/02/09 21:15]
r_soul Removed old technique. I know Apache wrote it but there really is no need for invisible AI and conversations
dromed:bringobject [2019/03/16 14:34] (current)
r_soul Updated images, tweaked the advice to mention triggering other events.
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   *In this property, enter the following: $$=1:​goal_state_??​X??​$$ where ??X?? is the goal number.   *In this property, enter the following: $$=1:​goal_state_??​X??​$$ where ??X?? is the goal number.
   *Create a ``[[dromed:​link:​controldevice]]`` link from the object to the ``QuestVarTrap``. When the object is dropped, the goal should become complete.   *Create a ``[[dromed:​link:​controldevice]]`` link from the object to the ``QuestVarTrap``. When the object is dropped, the goal should become complete.
 +    * The effect isn't limited to setting objectives. Other events can be triggered by using things like ``RelayTraps``,​ ``DestroyTraps``,​ ``TeleportTraps`` etc, or some object with a custom script, instead of a ``QuestVarTrap``
   *Go into Game Mode and check that it works.   *Go into Game Mode and check that it works.
  
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   *From the ``Propagator`` menu, select ``Contact``   *From the ``Propagator`` menu, select ``Contact``
   *Set the ``Intensity`` to ``10``. The window should look something like this:   *Set the ``Intensity`` to ``10``. The window should look something like this:
-{{http://​img411.imageshack.us/​img411/​6783/​sourceeditorvw3.gif}}\\ +{{ :dromed:​contact_stim.gif?nolink |}}\\ 
-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.+:!: **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:   *Once you click on OK, you should see something like this:
-{{http://​img156.imageshack.us/​img156/​6642/​sourceaddedgy8.gif}}+{{ :dromed:​new_source.gif?nolink |}}
 ==== Setting up Object 2 ==== ==== 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.   *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 ``[[dromed:​property:​receptrons]]``. Then click on ``Add``.   *To Object 2, add the property ``[[dromed:​property:​receptrons]]``. Then click on ``Add``.
   *You should see a ``Behaviour`` window.   *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).+  *For ``Object``, enter the name or ID of Object 2 (There is no need to enter ``A Table (56)``. ``56`` will be fine).
   *From ``Stimulus``,​ select whatever stim you added to Object 1.   *From ``Stimulus``,​ select whatever stim you added to Object 1.
   *For ``Min Intensity`` enter ``9`` , and for ``Max Instensity``,​ enter ``11``.   *For ``Min Intensity`` enter ``9`` , and for ``Max Instensity``,​ enter ``11``.
 +    * You can also use Source intensity of 1 and min/max receptron intensities of 0.9 and 1.1, or No Min/No Max. What matters is that the receptron'​s values match whatever the Source will be using.
   *From ``Effect``, what you choose depends on whether or not you've got a goal to test.    *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``.+  * **If you haven'​t yet created the objective** (e.g. by running a TOW or GoalMaster ​generated cmd file or by typing the commands yourself), create a button and note its ID number. In this example, the ID is ``4``
 +    * This is also the way to go if you want to trigger something other than an objective change. Give the button a ``[[dromed:​link:​controldevice]]`` link to some other object(``RelayTrap``,​ object with a custom script etc).
   * From Effect, choose ``Frob Object``, and for ``Target Object``, enter the name or ID of the ``Button``   * From Effect, choose ``Frob Object``, and for ``Target Object``, enter the name or ID of the ``Button``
-  {{http://​img152.imageshack.us/​img152/​7417/​receptronwindowpz8.gif}}\\+  {{ :dromed:​receptron_window.gif?nolink |}}
   ***If the objective has already been created**, set the ``Effect`` to ``Set Quest Variable``.   ***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 bottom right of the ``Behaviour`` window is an ``Edit Effect`` button. Click on that, and you should see an ``Effect Data`` window.
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   *``Operation`` can be left at it's default value (``Set To``).   *``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   *In the ``Operand`` field, put ``1`` . I.e. it sets the value of ``goal_state_X`` to 1
-{{http://​img266.imageshack.us/​img266/​3039/​effectsetqvaraj2.gif}}+  ​{{ :dromed:​effect_setquestvar.gif?nolink |}}
   *Go into Game Mode and check that it works. ​   *Go into Game Mode and check that it works. ​
  
dromed/bringobject.txt · Last modified: 2019/03/16 14:34 by r_soul