Content Creation: Placeables
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Content Creation: Placeables
Can all requested specifics for placeables be posted here?
Working on placeable containers with inventories atm. I've done all the chests, doing dressers (wardrobes) now. I'd like to know what the exact tag is you guys would like though.
Working on placeable containers with inventories atm. I've done all the chests, doing dressers (wardrobes) now. I'd like to know what the exact tag is you guys would like though.
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As far as tagging goes, we can start with the posted conventions and flesh out a better version now that there are more contributors. So feel free to make recommendations.
One thing that's a bit unclear is what we do with "resource name". I'm thinking we keep it the same as resref for now since it's not clear to me why there are two distinct fields.
One thing that's a bit unclear is what we do with "resource name". I'm thinking we keep it the same as resref for now since it's not clear to me why there are two distinct fields.
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I'd prefer we always include a category acronym in the tag (so we can locate the darn thing in the palette - you'll appreciate this when you need to work your way backwards from script/instance to blueprint) and use descriptive names to distinguish blueprints as much as possible. So if you can do abr_pl_co_chest_locked, abr_pl_co_chest_trapped, and so on, it's a bit more meaningful. JMO.
I can do all that. I'll try and figure out a total of subcategories following what catagories are available already. I'll put them up tonight when I get the chance to get another look at the toolset.
At the moment I have about 14 different types of chests (models, scaled and colored). These include locked and unlocked versions of each model. I can make some already trapped, but then the list will become quite big. And if trapped, then which and how strong. I'm thinking of minor traps.
At the moment I have about 14 different types of chests (models, scaled and colored). These include locked and unlocked versions of each model. I can make some already trapped, but then the list will become quite big. And if trapped, then which and how strong. I'm thinking of minor traps.
Well, we haven't had anyone look at traps yet. They may be to canon and suitable, or they may not be. I really don't know, I'd hoped one of our die-hard rogues would make it his mission to make sure they were done right.
Thanks for the help, Blackwill. Have you made anything using the additional scripted placeable features in the ACR?
Thanks for the help, Blackwill. Have you made anything using the additional scripted placeable features in the ACR?
k, I ment some of the extra settings listed here though:
http://www.alandfaraway.org/docs/Techni ... Placeables
So you can create movable chairs, chests that can be forced open instead of just smashed, etc. All of the base chests should have a force open DC set, though I don't think they need any of the other settings.
Oh! I forgot we need a way to have PCs sit when they use an object Doh, I'll make an alternate OnUse script for that.
http://www.alandfaraway.org/docs/Techni ... Placeables
So you can create movable chairs, chests that can be forced open instead of just smashed, etc. All of the base chests should have a force open DC set, though I don't think they need any of the other settings.
Oh! I forgot we need a way to have PCs sit when they use an object Doh, I'll make an alternate OnUse script for that.