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Thread: Freeze Garrett

  1. #1
    Member
    Registered: May 2008
    Location: Berlin, Germany

    Freeze Garrett

    I want to freeze Garrett for a minute or more and I know it works with the Script TrapFreezePlayer and timing. But, I also know, that when the Player push any key or just Enter on his keyboard, he can move again.

    I'd played an Fm(forgot which one it was) where I could press a key but couldn't move Garrett again after the time was over. Can please someone tell me how does it work?

    thx

    EDIT

    Huups, wrong place, should be for Dromed and T2, sorry!
    Last edited by Basso71; 17th Jun 2012 at 16:54.

  2. #2
    if i remember correct,player wont be able to move when you freeze him with TrapFreezePlayer and be able to when you delete marker that freezed him (marker with TrapFreezePlayer on it)
    Freeze player,play sequence,destroy marker - thats how it works

  3. #3
    Member
    Registered: May 2008
    Location: Berlin, Germany
    Ok, so after it starts(by a concrete roombrush for example) I have to destroy it?! I will try this, thanks!

    basso

  4. #4
    Thief Reloaded Contest Winner
    Registered: Jan 2007
    Location: Germany
    Use TrapKillEvents as this is much more flexible:

    1000 - Allow mouse movement.
    0100 - Allow mouse buttons.
    0010 - ??? (Joystick, maybe)
    0001 - Allow keyboard.

  5. #5
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Go with intruder's advice. You may have been thinking of the pub scenes in DP2, and I used TrapKillEvents in that case to disable all mouse movement and buttons. I think I still allowed keyboard so the user could hit Esc to get to the menu if they wanted.

  6. #6
    Member
    Registered: May 2008
    Location: Berlin, Germany
    Quote Originally Posted by intruder View Post
    Use TrapKillEvents as this is much more flexible:
    Hi Intruder, can I send you a pm/pn in the german forum?

    @yandros

    A pub scene in Dp2? I can't remember

  7. #7
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    It doesn't matter. Just go with TrapKillEvents.

  8. #8
    Member
    Registered: May 2008
    Location: Berlin, Germany
    Quote Originally Posted by Yandros View Post
    It doesn't matter. Just go with TrapKillEvents.
    I followed the link but I don't understand, where I have to enter the nummer(s) 1000 oder 0100?
    Do I need a QVarTrap for this?

    Basso

  9. #9
    Thief Reloaded Contest Winner
    Registered: Jan 2007
    Location: Germany
    Quote Originally Posted by Basso71 View Post
    Hi Intruder, can I send you a pm/pn in the german forum?
    Sure!

    Quote Originally Posted by Basso71 View Post
    I followed the link but I don't understand, where I have to enter the nummer(s) 1000 oder 0100?
    Do I need a QVarTrap for this?

    Basso
    No, just go for "Editor -> Design Note" and then:

    "event_mask=1000" (example)

    I used this setup in "Complicated Cargo" to freeze the player during the ingame cutscenes.

  10. #10
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Also, be aware that the four digits are a bitmask. So you can use 1100 to enable both mouse movement and buttons, for example.

  11. #11
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Just out of curiosity, can you use decimal number equivalents for the bitmask? for example, instead of
    event_mask=0011

    can you use

    event_mask=3

    ?

    The way the documentation is written, that works from a qvar ("If the parameter is read from a quest variable, the binary bits of the integer are used" -- low order bits assumed but not so stated)

    event_mask=myqvar

    but does it work in general?

    and also the documentation states "The event mask is a binary string representing the events to disable." which would have led me to think that the way to specify it would be
    event_mask="0011"
    since without the quotes it's not a string.
    Last edited by LarryG; 19th Jun 2012 at 14:21.

  12. #12
    Member
    Registered: May 2008
    Location: Berlin, Germany
    Quote Originally Posted by intruder View Post

    No, just go for "Editor -> Design Note" and then:

    "event_mask=1000" (example)
    Ok, thanks!

    @Yandros
    Ok so I can combine the numbers.
    But I'm curious, you said, you disable mouse movement and Button and allowed Keyboard, so it wasn't your intension to freeze the player?

  13. #13
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I would have to check - I probably did disable keyboard as well, but I'm not sure. I may have left keyboard enabled (so they can exit to menu) but PhysAttached the player to a marker so they can't move around.

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