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Full Version: Computer Terminals & Triggers
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Like in Marathon I want to be able to have doors and things open when you read a terminal in INFESTED. However I have no idea as to how this would work. I'd like for the player to encounter a door, then use a terminal to unlock/open it. How would I script that?

Second thing is triggers. I want to be able to have an option added to portals and terminals that would allow me to launch a trigger. That is, something that would activate a whole series of actions, from opening doors to spawning monsters and ammo and weapons. So I'd like to be able to attach Trigger Numbers to weapons, ammo, monsters, lights and map movements. Example:

Player enters Portal-A. Portal-A activates trigger #1, which causes the door right behind the player to close and lock, and also spawns 10 monsters in the room (from spots that were already there) and also spawns weapons and ammo in front of the player, and at the same time, turns off several lights around the player to make it hard to see.

Possible?

NOTE: If anything here is something that has to be added, PLEASE BRIAN do not add it until 2.3, this thread is only a request for scripting things already available, and I don't want it to slow down 2.2. Thanks.
Possible.
Use messages.
Should be really easy to figure out.
If you don't know how to do it, you can of course send me a copy of your project and I will do it for you. :P
First thing you'll probably want to do is make the terminals as objects, and make them clickable. Base them off the switch script.

When they are clicked, you play the messages (story, movie, title, whatever) and trigger all the spawns.

If you haven't used clickable objects yet, do that part first. Get just the "terminal tells you something" part going, and then we'll move on to the next part.

[>] Brian
Bink Wrote:If you don't know how to do it, you can of course send me a copy of your project and I will do it for you. :P

Haha, no ya don't. Smile

ggadwa Wrote:First thing you'll probably want to do is make the terminals as objects, and make them clickable. Base them off the switch script.

When they are clicked, you play the messages (story, movie, title, whatever) and trigger all the spawns.

If you haven't used clickable objects yet, do that part first. Get just the "terminal tells you something" part going, and then we'll move on to the next part.

[>] Brian

Oh, good idea, especially since the terminals are models themselves. Thanks.
And look in the map section of the docs for starting movements by script (use parameters so you only need one script).
Alexander Smith Wrote:Oh, good idea, especially since the terminals are models themselves. Thanks.

This is always the trick, to do it one step at a time. Especially as there's a bunch of different skills and APIs involved. Once you get the terminals working to do something simple, like story elements, it's easier to work from there for the other stuff. Once you got something going there, we'll try something simple, like triggering a door to open.

Once you have that down, will go to larger "lock down, spawn monster" tricks.

[>] Brian
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