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Attention: THREPAIRABLE Finished!!!

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  • Attention: THREPAIRABLE Finished!!!

    Right, I finally finished this little mini-scripting project of mine, & over the weekend, I'll stick it all into a package so that people can freely use it, if they wish.

    For those who didn't hear me ranting on about it endlessly:

    ThRepairable is a homemade ThieveryObject that can basically be destroyed & repaired in the same fashion. However, it's use extends so much beyond that:

    -Customisable events triggered upon damage, being repaired, being broken, being frobbed & being triggered

    -A list of effects to be displayed when the object is damaged or is left in a damaged state (eg. sparks when hit, or perhaps emit smoke when it has been left broken, or an explosion when it is destroyed)

    -Complete customisation, including HUD name, variable scaleglows, & damage sounds

    Examples of how ThRepairable can be used:

    - Destroyable light sources: Just as torches required water to be put out, you can now create electric lights that go out after a bit of a damage & can be repaired back to their initial state

    - Chain-linked ThRepairable Objects to security systems: By adding several ThRepairable components to a sequence of triggers in an alarm system, you can make it so that alarms will only work if the respective components are still in one piece (ie. thieves haven't damaged the system)

    - Destroyable mechanical-locks to doors: Just as the aquatone doors are controlled by seperate buttons, you can have damageable buttons that allow thieves to prevent certain doors from being opened

    I've tried to make ThRepairable as versatile as possible, & so there will probably be many more uses for it that I haven't yet considered. However, it's one more step towards making the thievery-world as interactive as possible.


    & why am I making such a fuss about all this?

    Originally posted by Dalai
    The repairable stuff could come in handy! Although if I were to put it in 1.3, it'd probably screw your map up?
    If you're still interested Dalai, please tell me & I'll pass you all relevant files ASAP. Getting it included in 1.3 would be great because:

    -I'd have that happy-smug feeling for a good few months

    -Mappers wouldn't have to seperately download the package, since it would be included with Thievery

    -A few minor changes to the ThRepairTool class would mean that I would no longer have to replace Repair kits with "Advanced Repair Kits" (via an included mutator) & so there would be no problems with existing loadouts

    As soon as I've got the package together, I'll need a few sites to host it for me, since my site is on a prettty crap server & I think theres a limit on how much downloading is allowed in total from my site/section

  • #2
    Sounds sweet! Good job, The_Dan!

    Kiech
    Kiech

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    • #3
      leet !
      Now the sword will have a use on the thief side... there aren't many doors that can be opened with the sword in the 1.2 map pack , now thieves have a good reason to use the sword as "alternative lockpicks"... so even ghosters would use the sword ?

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      • #4
        Sounds great!

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        • #5
          How about showing a tool kit icon, similar to the HUD door icon, when something needs to be repaired?
          (AKA Dresden)
          Despite all my rage, I am still just a dwarf in a cage.

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          • #6
            Mmmmmmm - breakable/repairable light switches... guards could smash them all switched on and really screw up the thieves
            Mordengaard - Tester/Mapper/Voice Actor/Nitpick/Coder

            "Criminal: A person with predatory instincts who has not sufficient capital to form a corporation."
            :: Howard Scott

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            • #7
              Originally posted by Mordengaard
              Mmmmmmm - breakable/repairable light switches... guards could smash them all switched on and really screw up the thieves
              I've included the properties "bGuardsCanDamage" & "bThievesCanDamage" to prevent guards abusing the idea.

              There would be only a few cases when "bGuardsCanDamage" should be true, since there should be no honest motive for guards to destroy the place they are guarding.

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              • #8
                Originally posted by NeoPendragon
                How about showing a tool kit icon, similar to the HUD door icon, when something needs to be repaired?
                Thats sounds like something that should apply to Thievery in general, not just ThRepairable.

                It's not something I plan on implementing currently, since players get a customisable HUD message saying "Broken Object/Light/Whatever" whenever they look at a broken ThRepairable.

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                • #9
                  Originally posted by The_Dan
                  Originally posted by NeoPendragon
                  How about showing a tool kit icon, similar to the HUD door icon, when something needs to be repaired?
                  Thats sounds like something that should apply to Thievery in general, not just ThRepairable.

                  It's not something I plan on implementing currently, since players get a customisable HUD message saying "Broken Object/Light/Whatever" whenever they look at a broken ThRepairable.
                  Ah I see.
                  (AKA Dresden)
                  Despite all my rage, I am still just a dwarf in a cage.

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                  • #10
                    I still wouldn't want to buy a sword, so either let the blackjack or broad head arrows do damage too.

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                    • #11
                      Originally posted by طmega
                      I still wouldn't want to buy a sword, so either let the blackjack or broad head arrows do damage too.
                      ALL weapons do damage.

                      I can't see much point in restricting damage to certain weapons.

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                      • #12
                        Nice stuff, man. I like it.
                        JM

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                        • #13
                          mmm... More possibilities than a lego cube.

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                          • #14
                            Cool stuff, The_Dan. Send it over my way.

                            Comment


                            • #15
                              Heres the download link:



                              I've included a fairly large HTML file (look familiar?), documenting it's use.

                              Please report any bugs you find, on this forum & I'll correct them ASAP.

                              I consider it a fairly good piece of coding, but not perfect.

                              EDIT: OK, I overlooked something that might not be immediately obvious. To include ThRepairableObject in your level:
                              -In UED, you have to go to the actor browser & select "open package". Then open TDRepairable, & all the necessary actors should be added to the actor-tree.

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