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Carrying bodies objective.


kingsal

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Hello everyone,

 

I have a question about carrying bodies in TDM, specifically related to objectives. Is it possible to fire an entity-at-location objective while the player is carrying the entity (body)? Currently, the player must drop the entity at the info_location info_tdm_objective_location to fire the objective.

 

The logic I can think of so far:

- Script that checks to see if player is carrying body.

- Conditional hidden objective controlled by script (is player carrying body?)

- Info_location objective enabled by the is player carrying body objective.

- An additional objective in the case the player drops the body into the obj location. (maybe this isn't necessary?)

 

Any thoughts or suggestions?

 

Edited by kingsal
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There are spawnargs that let you define script functions to be called when the entity is picked up or dropped. You could use them to trigger an objectives state. You can also check whether and what entity the player is currently holding (grabbing as it is called in the script language). Check the tdm script reference for the name of the script functions.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Obs- Is there someplace I can look at all the possible spawnargs for objects in TDM?

 

I want to search for something like a "on_pick_up_script" and "on_drop_script" spawnarg. My current process is to duplicate the script called by the scriptobject spawnarg and add in my own functions which might not be the best way to do it...

 

It looks like there is a getShouldered() function I can use. At which point if I can add a setObjectiveState() to that. However, I am super new to scripting so I am wondering if this needs to be uh a looped somehow? I'm not sure how to tell it to set Objectivestate back to 0 if the player drops the body. Unless that's done automatically.

 

Sorry for the very basic questions.

Edited by kingsal
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show inherited spawnargs in dr.

 

But IIRC they are called equip_action_script and dequip_action_script.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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