During the game, a Concrete Object with the name
Player is created for the object that is controlled by input. The archetype for the object is determined by a
PlayerFactory link, which there must be only one of. That does not mean you can’t create more than one link in Dromed. But the links you don’t intend to use should be deleted before the game starts. Using
Difficulty→Destroy will work.
The special internal name of a property, which is used to reference that property in scripts and via the
Set Property receptron.
A limited, though comprehensive, set of actions that an AI can be told to perform. See here for more details.
A Room is any member of the Rooms hierarchy (accessible via the Show Tree menu of the Object hierarchy). It should not be confused with a roombrush, which is a specific instance of a Room. Think of Rooms as archetypes*, and roombrushes as individual objects. Open up any original Thief mission and look at the rooms hierarchy. All of the things with positive ID numbers are Rooms. To see the roombrushes, you will need to look at the unstripped versions of the mission.
Automaps require a number of specific Rooms. An L shaped room will require two roombrushes, both of which can the same type of Room. Locational triggers can be set up by making a new Room and placing roombrushes of that type. For a guide to creating Rooms, see here.
*Except that unlike archetypes, Rooms are saved with the mission rather than the gamesys.
These are the purple cuboids that are placed in your mission. A roombrush is a specific instance of a Room (see above), used mainly for sound propagation but also for scripting purposes purposes and for weather effects.
A Schema is a simple piece of code that tells the game what sound file(s) to play, and how to play them. Things that can be defined include looping, the name(s) of the sound file(s), delays between each iteration of the loop, whether or not the same sound can be played twice in succession. The code is kept in a number of schema files. Those files are not an integral part of the mission (unlike, say, textures) - the code is imported via the command reload_schemas and stored in the gamesys. Thus if you make any changes to the schema files, you’ll need to use a custom gamesys. If you want to work with schemas, a good set of initial schema files (for Thief 2) can be downloaded from here. The files belong in the schemas directory, which needs to be in your main Thief 2 folder.
A Script Message is a string of text that can be used to trigger a script. Most TrapTrig objects (e.g. RelayTraps) will be triggered if they receive TurnOn or TurnOff messages. The script must be on, or inherited by, the object receiving the message. Some custom scripts respond to other messages, or the user can specify what messages they respond to.
Script Messages are typically sent by buttons or levers, but can also be sent, and manipulated by, other objects with scripts. They can also be sent to the current actor in a Conversation.