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Spawn or hide/unhide area transition triggers


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9 réponses à ce sujet

#1
Eguintir Eligard

Eguintir Eligard
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Hi dudes. Someone must have one of these by now. I have a transition painted is there a quick and easy
way to hide it so it cant be used at first until a set condition? I want it to sort of come and go with a switch.

I'll be using this a lot I'm sure it's been done, anybody?

#2
Lugaid of the Red Stripes

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Spawn a placeable (collision, walkable) on top of it.

#3
kevL

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EE,
you could probably create a blueprint of the transition, ready to go, and spawn it in when you decide. (haven't tried that)

alternately, if you don't mind it being visible but latent, check for a variable or journal entry in its onClicked script, and if not true send the player packin' till it's ready

#4
Eguintir Eligard

Eguintir Eligard
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How can you create a blueprint? It's a trigger. It has to be "Drawn" and baked does it not?

#5
Eguintir Eligard

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I guess Luggees solution could work. I can put a patch of snow on top.

#6
kamal_

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Triggers (at least trap triggers) can be spawned. I had a section in Crimmor where you could improvise traps via conversation with placeables. I took it out at some point, not because I couldn't spawn them but I decided against doing it. It worked in ingame testing. I took as look, but the script to do it doesn't seem to be there anymore. I forget now how I did it, as that section was one of the first things I'd worked on for Crimmor, so it was some time ago. Definitely can be done though.

#7
kevL

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draw it down, get it set up, then right click on it and Make Blueprint.

shows up in the module dir. as a .UTT file

#8
kamal_

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I found a copy of what I used to create traps, it's below. It looks to be specific to trap triggers though, as there is a CreateTrapAtLocation stock function. What you might be able to do is write a function that creates a trigger at location based on the CreateTrapAtLocation function, but I don't see where that function is defined anywhere, even with the EC Super Includes, so you could grab the code for reuse, it might be hardcoded in unfortunately.


//Put this on action taken in the conversation editor
void main()
{

object oPC = GetPCSpeaker();

object oTarget;
oTarget = GetObjectByTag("wp_mossgrown_trap");
location lTarget;
lTarget = GetLocation(oTarget);

object oTrap = CreateTrapAtLocation(TRAP_BASE_TYPE_AVERAGE_SPIKE, lTarget, 2.0);

SetTrapActive(oTrap, TRUE);
SetTrapDetectedBy(oTrap, oPC);
SetTrapDisarmable(oTrap, TRUE);

SetTrapOneShot(oTrap, TRUE);
SetTrapRecoverable(oTrap, FALSE);
SetTrapDetectDC(oTrap, 20);
SetTrapDisarmDC(oTrap, 20);
}

#9
kevL

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kamal_ wrote...

... but I don't see where that function is defined anywhere

heh, hardcoded in nwscript

i do that too..

#10
diophant

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Another thing you could try:
Create a trigger without VFX that checks a variable and then sends the party to the new area. Create an invisible object with the are transition VFX. Now you can spawn that invisible object when the transition gets available.