Interactable Actors: Difference between revisions

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Created page with " You can create actors the player can interact with, there are already some predefined templates: * door * doubledoor * sliding door * light * particle Each one has one stati..."
 
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You can create actors the player can interact with, there are already some predefined templates:
You can create actors the player can interact with, there are already some predefined templates:
* door
* door (has 3 states, closed, open inside, open outside, and cycles between these states)
* doubledoor
* doubledoor (same as door above, but with two meshes, left and right door)
* sliding door
* sliding door (represents a gate or secret passage, can slide up, down, left or right)
* light
* light (a mesh with a point light, you can change color, and all other light parameters)
* particle
* particle (a mesh with a particle, can be used for example as a brazier with fire particle on and off, or a faucet with water pouring down or off)


Each one has one static mesh (mandatory), which will be activated by the player. MUST be visible and collision query enabled.
Each one has one static mesh (mandatory), which will be activated by the player. MUST be visible and collision query enabled.
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** Interact Distance (distance between the CENTER of the actor and the player to allow him to interact)
** Interact Distance (distance between the CENTER of the actor and the player to allow him to interact)
** Direction and Move Distance (only for sliding doors)
** Direction and Move Distance (only for sliding doors)
**Script Can Toggle: name of the mathscript to run to check if the player can actually toggle this item. The mathscript needs to return a value 1 or 0, and can optionally have a message in case of 0. Example script:
<blockquote>Result = if (Actor:GetSkillValue(11)>150,1,0);
MessageNo = "Nothing happens";</blockquote>
* Script on Toggle: name of the progression script to run when the item is toggled independent on the state. So for example on a door it will run when you open the door and when you close.
* ContainedItemIDsToActivate: an array of strings listing item_stats.IDs to place into the container to allow the object to be activated
*Linked Actors: these are the actors that will be toggled when this item toggles, like a cascade effect. If the item is a final item like a gate, this field is used to list all the source items needed to actually toggle the gate. So for example if a gate has 3 levers in its linked actors list, it means all 3 levers will have to be toggled before the gate toggles.
* Disable Direct Interaction: if flagged this item cannot be toggle directly, but only through other actors having this one as linked actor. Example a lever that toggles a gate. The gate should have this flag on.
* Time of Animation: time for the animation in seconds. Example a door opening
* Brute Force Difficulty: if greater than zero, the item can be brute forced (new icon in the context menu) to toggle. This is the difficulty factor.
* Brute Force Reset Time: After the interactable has been successfully brute forced to toggle, it will return to its previous state after this amount of seconds.
An Interactable actor can be trapped, see [[Traps]]

Latest revision as of 21:57, 6 November 2023

You can create actors the player can interact with, there are already some predefined templates:

  • door (has 3 states, closed, open inside, open outside, and cycles between these states)
  • doubledoor (same as door above, but with two meshes, left and right door)
  • sliding door (represents a gate or secret passage, can slide up, down, left or right)
  • light (a mesh with a point light, you can change color, and all other light parameters)
  • particle (a mesh with a particle, can be used for example as a brazier with fire particle on and off, or a faucet with water pouring down or off)

Each one has one static mesh (mandatory), which will be activated by the player. MUST be visible and collision query enabled.

To create a new actor in a level follow the steps below:

  • Choose the type of actor, example door
  • right-click on the InteractableDoor template and choose "create child"
  • name your child, example : DelverHouseDoor
  • Open it and change the mesh if needed, you can change position, scale, rotation, materials. You cannot delete the nodes on the left tree
  • Check the properties and depending on the object you will have the ability to set:
    • Sound on Toggle
    • Interact Distance (distance between the CENTER of the actor and the player to allow him to interact)
    • Direction and Move Distance (only for sliding doors)
    • Script Can Toggle: name of the mathscript to run to check if the player can actually toggle this item. The mathscript needs to return a value 1 or 0, and can optionally have a message in case of 0. Example script:

Result = if (Actor:GetSkillValue(11)>150,1,0); MessageNo = "Nothing happens";

  • Script on Toggle: name of the progression script to run when the item is toggled independent on the state. So for example on a door it will run when you open the door and when you close.
  • ContainedItemIDsToActivate: an array of strings listing item_stats.IDs to place into the container to allow the object to be activated
  • Linked Actors: these are the actors that will be toggled when this item toggles, like a cascade effect. If the item is a final item like a gate, this field is used to list all the source items needed to actually toggle the gate. So for example if a gate has 3 levers in its linked actors list, it means all 3 levers will have to be toggled before the gate toggles.
  • Disable Direct Interaction: if flagged this item cannot be toggle directly, but only through other actors having this one as linked actor. Example a lever that toggles a gate. The gate should have this flag on.
  • Time of Animation: time for the animation in seconds. Example a door opening
  • Brute Force Difficulty: if greater than zero, the item can be brute forced (new icon in the context menu) to toggle. This is the difficulty factor.
  • Brute Force Reset Time: After the interactable has been successfully brute forced to toggle, it will return to its previous state after this amount of seconds.

An Interactable actor can be trapped, see Traps