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Renato's Tutorials and Libraries

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Renato's Tutorials and Libraries

Postby RenatoDias » Mon Dec 12, 2011 2:08 pm

If I have permission, I would like to make this thread for my Modules/Tutorials.
Here I'll post some tutorials and libraries.

Tutorial 1: Pickable Locks
Remember in Resident Evil when there were doors that you had to use a lockpick?
It's easy to do that in ADRIFT. Here I'll teach you how:
First, make a object that can be opened/closed, then, mark the option "It's lockable with key", select whatever object you want for the key.
Then, add a task named LockPicking and on the command, put: [pick] %object% [lock].
Add a property named Lock is Pickable, state list, states: Yes/No.
Then, go back to the object and set the created property to Yes.
Go to the actions tab in the LockPicking task and add a action to change the property of the openable object to open.
Now you have a pickable lock object.
Any questions about this tutorial, please post in this thread.


I'll be making more libs and tutorials, for libs, I don't have any made yet, any libs I make will be posted here.
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Re: Renato's Tutorials and Libraries

Postby P/o Prune » Mon Dec 12, 2011 2:31 pm

Renato, why not use the : http://wiki.adrift.co/Main_Page
It created for just this purpose.
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Re: Renato's Tutorials and Libraries

Postby RenatoDias » Mon Dec 12, 2011 3:36 pm

Po. Prune wrote:Renato, why not use the : http://wiki.adrift.co/Main_Page
It created for just this purpose.

I'll be requesting a account for it then. I don't have and account yet.
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Re: Renato's Tutorials and Libraries

Postby Campbell » Wed Nov 28, 2012 7:47 am

RenatoDias wrote:Then, add a task named LockPicking and on the command, put: [pick] %object% [lock].
I'd have thought it was better to create a Lock object that was "part of " door/chest etc, then your task would simply be "pick %object%", where %object% was the lock.
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Re: Renato's Tutorials and Libraries

Postby RenatoDias » Wed Nov 28, 2012 6:00 pm

This topic was created back in December 2011, Campbell.
I'd have thought it was better to create a Lock object that was "part of " door/chest etc, then your task would simply be "pick %object%", where %object% was the lock.


The way I explained would be used, not for just one door, but for many doors, so, in actions, we would use the referenced object thing

Also, picking, in the tutorial, means unlocking, not, pick/take object. Since a lock is fixed on the door's handle, it would be strange that you would take it(move to inventory), don't you think?
Pick %object%, for ADRIFT, activates the get/pick/take %object% task, so, using the word lock after %object% would activate the unlock door(pick lock) task instead. That's why it needs that whole process.
It was for a game I was doing, where you needed to unlock a door without having the right key for it.
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Re: Renato's Tutorials and Libraries

Postby saabie » Wed Nov 28, 2012 11:54 pm

RenatoDias wrote:Pick %object%, for ADRIFT, activates the get/pick/take %object% task
Actually it doesn't, the commands for the Take Objects (Parent Task) are:

[get/take/pick up] %objects%
pick %objects% up

So it will not match the input "pick lock", only "pick up lock" or "pick lock up".
Even if it did match it would still fail its restrictions if "lock" was a static object.
So you can have another general task for "pick lock" that has restriction's that it is a static object and must be part of object [Any Object].
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