====== 'Bring Object To Location' Objectives ====== There are two ways to think of such a goal: Place the object anywhere in a room (e.g. drop a body in a room), or place it on another object (e.g. drop a scroll on a desk). When doing this for the first time, it is recommended that you try the following in a small practice mission: ===== Place Object In A Room ===== *Create a [[dromed:newrooms|new type of roombrush]] and place it around the target area. *Add to the object the script ``TrigRoomDeposit`` *Create a ``Route`` link from the object to the Room (you can type the Room's name in the From box). *If your goals have not yet been created, for now you can create any type of ``Lever`` (``Buttons`` won't work here) and give the object a ControlDevice link to it. You can then check that it's working. *If the goal has been created, instead of the ``Lever``, create a ``QuestVarTrap`` and add the ``Trap -> Quest Var`` property. *In this property, enter the following: ``=1:goal_state_X`` where X is the goal number. *Create a [[dromed:link:controldevice]] link from the object to the ``QuestVarTrap``. When the object is dropped, the goal should become complete. *Go into Game Mode and check that it works. ===== Place Object 1 On Object 2 ===== ==== Object 1 ==== *Add to Object 1 the property: ``Act/React -> Sources``. You'll then see what looks like the ``Links`` window. But it isn't. *Click on ``Add``, and the ``Source Editor`` window should appear. ***Before entering the object number**, select ``HolyStim`` from the ``Stimulus`` menu below. *Once the stim has been selected, the object will revert to None(0). If you get into the habit of choosing stim before entering the object number, you are less likely to forget about this bug. *From the ``Propagator`` menu, select ``Contact`` *Set the ``Intensity`` to ``10``. The window should look something like this: {{http://img411.imageshack.us/img411/6783/sourceeditorvw3.gif}}\\ NOTEME **Choose your stim wisely.** Choose a stim that will not affect anything else in your mission. For example if your mission has zombies, don't use HolyStim. If you create your own stim (by selecting ``Act/React Stimuli`` from the ``Show Tree`` menu), you can be sure it will not interfere with anything in your mission. This will require the use of a custom gamesys, and the mission and gamesys will need to be reloaded for the new stim to be ready for use. *Once you click on OK, you should see something like this: {{http://img156.imageshack.us/img156/6642/sourceaddedgy8.gif}} ==== Object 2 ==== *If your goals haven't yet been created, place a ``Lever`` nearby, and note the ID, or give it a name. *To Object 2, add the property ``Act/React -> Receptrons``. Then click on ``Add``. *You should see a ``Behaviour`` window. *For ``Object``, enter the name or ID of Object 2 (There is no need to enter ``A Table (11)``. ``11`` will be fine). *From ``Stimulus``, select whatever stim you added to Object 1. *For ``Min Intensity`` enter ``9`` , and for ``Max Instensity``, enter ``11``. *From ``Effect``, what you choose depends on whether or not you've got a goal to test. * **If you haven't yet created the objective** (e.g. by running a TOW generated cmd file or by typing the commands yourself), create a lever and note it's ID number. In this example, the ID is ``4``. * From Effect, choose ``Frob Object``, and for ``Target Object``, enter the name or ID of the ``Lever`` {{http://img152.imageshack.us/img152/7417/receptronwindowpz8.gif}}\\ ***If you do have created the objective set up**, set the ``Effect`` to ``Set Quest Variable``. *In the bottom right of the ``Behaviour`` window is an ``Edit Effect`` button. Click on that, and you should see an ``Effect Data`` window. *In the ``Quest Variable`` field, enter: ``goal_state_X`` , where X is the goal number. *``Operation`` can be left at it's default value (``Set To``). *In the ``Operand`` field, put ``1`` . I.e. it sets the value goal_state_X to 1 {{http://img266.imageshack.us/img266/3039/effectsetqvaraj2.gif}} *Go into Game Mode and check that it works. ====== ====== --- //[[society:r_soul:index]]//