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Blocking frobs


Springheel

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I want to make sure a player can't frob something through jail bars. Is there a particular texture that blocks frobs but is otherwise invisible?

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Not that I know of.

 

If this item is something he can frob from the other side of the bars, then you could wrap it in an atdm:target_set_frobable brush, initialize the brush to "start_frobable" "0", then trigger the brush at the point where the player is on the other side of the bars.

 

Or you could set the frobbox_size on the item small enough that he can't frob it through the bars.

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small frobbox sizes tend to incite player aggravation, however. I've swung swords at things i couldn't frob easily before :laugh:. even increasing frob distance won't help if you're aiming at a pinhead size frobbox without a crosshair.

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If this item is something he can frob from the other side of the bars, then you could wrap it in an atdm:target_set_frobable brush, initialize the brush to "start_frobable" "0", then trigger the brush at the point where the player is on the other side of the bars.

 

This is for a body that the player has to drop in a particular place. I don't want them to be able to frob it again after that. I'll look into that brush, thanks.

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Don't locked chests work like that? I can't remember what texture, specifically, they are using, but...

Edited by Melan

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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This is for a body that the player has to drop in a particular place. I don't want them to be able to frob it again after that. I'll look into that brush, thanks.

 

You could make an objective for the player to drop the body to a location. When the objective gets fulfilled, completion target could target a trigger_once, which targets a S&R func_static, which sets the body frobability..

Clipper

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You could make an objective for the player to drop the body to a location. When the objective gets fulfilled, completion target could target a trigger_once, which targets a S&R func_static, which sets the body frobability..

 

You mean "When the objective gets fulfilled, completion target could target a trigger_once, which targets a atdm:call_function, which calls a function which simply sets the body frobability" :) No S&R needed.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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This is for a body that the player has to drop in a particular place. I don't want them to be able to frob it again after that. I'll look into that brush, thanks.

 

Drop it down a deeeep dark hole, and they'll never see it again. No stims, no scripts, nothing but net.

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The set_frobable entity is really the simplest way to go. Drop something that touches it (or is inside of it?) and it's unfrobable. Easy.

 

I think you want to make sure the objective still checks off, so maybe the set_frobable should start off "start_frobable" "1" (in case you miss the objective space a little), then the objective completion target can target the set_frobable to turn it to unfrobable, to make sure it's really the objective fulfilling that makes it unfrobable, not being inside the brush itself -- in the unlikely case the objective didn't check for some reason and you need to nudge the AI a little. (Even if the boundaries of the set_frobable and objective clip brushes are exactly the same, the algorithm may work differently; you never know. Worth testing first anyway).

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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