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Thread: Triggering item as a tool

  1. #1
    Member
    Registered: May 2006
    Location: Russia

    Triggering item as a tool

    Is it possible to make a selected inventory item go into the center of the screen (like a key does)? The problem is that I have to make it by sending TurnOn signal to the object, player shouldn't frob it himself. It's just an illusion of tool frobbing.
    I know the similar sytem was used in MissionX, but I'm afraid it was made by custom scripts.

  2. #2
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    The usual way to start developing this type of solution is to put NVSpy on an object to find out what messages it receives under normal circumstances. Unfortunately it seems that there are no messages involved with using an item as a tool.

    If you explain in more detail what effect you're trying to create, someone may be able to suggest a good alternative. I did a lot of scripting for Mission X but I'm not sure what system you're referring to (there was already a lot of scripting before I got involved). If you say what that system is, I'd be willing to have a look at it and see if it can be adapted.

  3. #3
    Member
    Registered: May 2006
    Location: Russia
    I've spent several hours trying to reproduce the effect and finally went completely another way. I doubt the thing is completely impossible, my skill is just not enough. But another way I found seems fit better, so there is no need to continue development.
    The NVSpy was probably the last thing I didn't try, the reading StdKey script description made me think the same way:
    it seems that there are no messages involved with using an item as a tool.
    No matter, another solution is even better.
    But I'm still curious how it was made in MissionX: when you make notes into your 'diary', when activating pen and paper object in your inventory, it goes into low center part of the screen (junk items position), and then goes back to the right lower corner. It is not completely what I was talking about in the first post (I thought about the central screen point, keys position), but I was sure it could be made the same way.
    Seems I was wrong.

  4. #4
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I'm glad you've found another solution. The notes system in MX was way before my time, and I seem to be having a script problem (old .osm error). In addition to those tings, the general complexity of MX means it's impractical to try to fathom what's going on, but I can suggest that a custom script is simply changing the Inventory > Type property from Item to Junk, adding the map note, and then changing the property back to Item.

  5. #5
    Member
    Registered: Sep 2000
    Location: Lexington, KY
    Are you just trying to activate an object the way a key does? Couldn't you create a key and lock, then change the object models, names, and schemas to whatever you want? I haven't tried this myself but it seems plausible.

  6. #6
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    That will work, but it has drawbacks. It's better to use a source & receptron (with a custom stim).

  7. #7
    Member
    Registered: May 2006
    Location: Russia
    Just to let you know. Unfortunately the system with changing object type from Item to Junk on the fly (no custom scripts, just S&R) doesn't work either. It was my first try to make the setting work. I decided to move the object to the center of the screen later.

  8. #8
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Take a look at the KDJunkTool script. http://kdau.github.io/KDScript/KDJunkTool.html

  9. #9
    Member
    Registered: Mar 2005
    Location: The Inverted Manse
    I did something similar a long time ago, although never ended up using it in any of the missions. If I remember correctly I used NVItemGiver to take the inventory object away from the player, then give him junk object, and then destroy the junk object and give back the original inventory item. Or something like that.

  10. #10
    Member
    Registered: May 2006
    Location: Russia
    Thanks! Fortunately I've completely forgot about KDJunkTool. If no, it would cost me some hours more with the same result.
    The script seems interesting, but it's not a ready solution for my task. Absolutely.
    The setting with NVItemGiver seems more suitable (and it SHOULD work, can't see any reason why not), the only possible problem is how it looks on the screen: sliding object or jumping one? Next time I'll test it.

  11. #11
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    I did something very similar to Haplo's suggestion for the Crayman Mask in Godbreaker mission 2. While you're using it, it's held as a junk item so all you can do is move around, but not frob anything.

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