This placeable button when pressed brings in other objects. Placeables, creatures, items and waypoints may be brought in with the button, and taken removed by repressing. The objects can be setup a variety of ways, including the C.R.A.P. secret doors and other transition placeables.
***These Scripts do NOT require C.R.A.P. to work***
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Generic Button system by Mannast v.1.2
This group of 4 scripts, a conversation, a placeable and a waypoint template allow the builder to set a "button" placeable that when used can bring into the game many types of objects (placeables, creatures, items, waypoints) and also individually setup C.R.A.P. transitional objects such as secret doors, ladders, pit edges and pit openings. When the button is used a second time, the object is hidden again, ready to be recreated. The system is extremely flexible, driven by variables set on a placed waypoint. These variables allow the builder to change almost every aspect of the system; from creating any placeable, using custom conversations for any placement, to whether they want a conversation run at all. The button itself can also be hidden using the standard CRAP hidden object technique.
***This system does not require C.R.A.P. to function.***
The system was built on the CEP2.3+ CRAP and while it does not require any of the hak's for the scripting to basically work, the true functionality comes from the active CRAP scripts.
Included in this package is a version of the CEP2.3+ CRAP demo module with this system loaded.
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System includes:
1 placeable - "button" resref "button"- located in the "secret object" directory
1 waypoint template - "Generic CRAP Button Waypoint" resref "gen_crap_wp" in the waypoint directory
1 conversation - "gencrapconv"
4 scripts
gencrap_conv - the OnUsed script for the placeable.
gencrap_chk - checks state of the button during the conversation
gencrap_press - script that runs when button is pressed.
gencrap_depress - script that runs when the button is pressed again - destroys the object previously created.
Additional Script
genrunonce - Generic Run Once script. This is a general script that is not part of this system, but provides additional functionality.
***This system does not require C.R.A.P. to function.***
Sample module
CEP23CRAP with button demo.mod
This requires 169, CEP2.3+, the ctp generic doors hak, the custom "crap_anim" and the "crap_scripts" hak. The only major change to the regular scripts is an edited zep_module_on_load script which has a fix I needed for some of the CRAP files to work. The "crap_scripts" hak contains the system scripts that have been added back into the module and recompiled after adjusting the "crp_inc_control" master control file. Many of the important CRAP systems are turned on,including coins, gems, shattered items and the death system.
The demo is a modified version of the CRAP demo module that comes with the CEP. In the starting location, the PC will be directed by a description to explore a certain area. This will lead them to some of examples of this system working. The "crap_anim" hak has the working animations for the system.
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12/5/2010
Added a little to the script to accomodate modifying Pit Edge targeting difficulty per the Improved CRAP rope climbing scripts by The Krit
Link .
10/2011
v.1.2 upgrades and changes some fundemental ways these scripts work. Please read the documentation included with the erffile.
4/2012
v.1.3 Fixes a number of bugs, including working across areas, ladder creation and button setup.
Generic_Button_1_3_and_CEPCRAP_demo.rar
Generic Button and CEPCRAP demo
Contains the erf, documentation, demo module, 2 hak files and additional files. The included *.mdl file is for reference only - it is also contained in the "crpanim" hak. This file fixes some of the broken animations in the CEP version of C.R.A.P.
Updated system to v.1.3 which contains a number of bug-fixes. Creation of objects in different Areas is now working. Ladder and Button creation has been fixed. All the scripts were edited, so please overwrite the gencrap_* scripts when importing over an earlier version. Thanks!
Updated these scripts to version 1.2. Two major changes to mention: Multiple Waypoints from One Button and Where the current stage is stored.
Multiple Waypoints - by using a different group of variables on the placed button, a group of waypoints may be called when pressed. The stage (built or not built) of the waypoint may be designated on the button as well.
In the process of updating this, the variable that tracks the stage of the waypoint/item pairing was moved from the button to the waypoint. If you have used the "pressed" variable in any of your building using the earlier scripts, this would need to be redone to work with this update. The demo module has been cleaned up and updated as well. Thanks for your interest!
Posted by jdeavila at 2011-01-22 11:09:22 Voted 10.00 on 12/25/10
Have you fixed the door spiking issue yet?...and how about blending this like I mentioned above with the ACP v4? _________________________ Imtherealthing
Appreciate the enthusiasm - I have looked at the stuff you mentioned and I will consider it once I get some of my other projects moving along. Let me know if you hear anything from the animation end - I have little or actually no experience putting together these things. I think I got the mdl file from The Krits rope fix scripts - maybe you could check with them and see where it came from.
Posted by jdeavila at 2011-01-06 17:01:09 Voted 10.00 on 12/25/10
Dam spammers - @dressale - get lost you freaks!!
@Mannest - any word on if you will do this? _________________________ Imtherealthing
Posted by jdeavila at 2010-12-30 16:07:29 Voted 10.00 on 12/25/10
Hello?...do you think you will fix the spiking the door shut animation and please release a new module which will be ACPv4 compatible - checking to make sure the animations all work - especially the "additional animations" in his release. I believe that he made it so cloaks now work also with the CRAP animations - check it out. _________________________ Imtherealthing
Posted by jdeavila at 2010-12-26 15:34:59 Voted 10.00 on 12/25/10
I think there is a conflict with the additional animations and the CRAP animations so far from my testing a human female - seems to be...but then again...I put your haks above the ACPv4 haks in testing...because in the order of your module your haks (CRAP) animations don't work. Test those animations...as per the description on his vault entry...those "additional animations" are accessed only with creating a NEW character because it is given as a feat...go to the characters radial menus to find them when you do create a new PC...test them out. _________________________ Imtherealthing
Posted by jdeavila at 2010-12-26 09:24:56 Voted 10.00 on 12/25/10
WOW!!! - thanks for replying quickly!
I almost got this working, been working on it for a day now. But I am getting the EVENT scripts not working.
Can you add a ACPv4 compatible base mod to your list here on the vault? - that would be awesome!
I also sent an e-mail to Cat's Axe Compatilizer to see what he can do. DO you have any idea when you will have a clean working base module based on this submission of yours here that will be compatible with the ACPv4? _________________________ Imtherealthing
Thank you for your comments - I had not noticed the bending down or spikng animations issues - I will research that. Of the listed haks:
cep2_crps - don't add this one, the crp_script hak replaces it, but the others would be fine to add. I will look at the ACPv4 large phenos and see if it is compatable - don't see why it wouldn't.
The main difference between this and the CRAP basemodule I uploaded is that one is a clean module with no real content. This contains the CEP/CRAP demo areas and my additions to demonstrate the scripts above.
I am glad you find this useful!
Posted by jdeavila at 2010-12-25 10:43:23 Voted 10.00 on 12/25/10
Can you do me a favour and combine your stuff here with the ACPv4 I posted the link to above? I plan to add spells and classes to this combo and release it to the vault as a CEP add-on - you will get credit for your work and help - thanks. _________________________ Imtherealthing
Posted by jdeavila at 2010-12-25 10:25:52 Voted 10.00 on 12/25/10
Noticed too that the bending down and spiking thre door animation like in the original CRAP does not work in your version...why? _________________________ Imtherealthing
Posted by jdeavila at 2010-12-25 08:56:37 Voted 10.00 on 12/25/10
Also is this basically an improved version of your CEP23CRAPbase.mod release? I want to know if there are any changes between the two other than you adding this button feature to this mod that is different from your CEP23CRAPbase.mod release. _________________________ Imtherealthing
Posted by jdeavila at 2010-12-25 08:52:02 Voted 10.00 on 12/25/10
Your Base module here did not contain the "crpanim" in hak build list of the module..where does it go?...and have you tried this with the vault release of "ACPv4 Large and Robes" by Ragnarok_mr4\ compablized by Cat's Axe Compatilizer?
Will this work together?...Let me know if you think any of the scripts will conflict or animations. _________________________ Imtherealthing
Posted by jdeavila at 2010-12-25 08:39:46 Voted 10.00 on 12/25/10
Using this base module to add more to it for an ultimate basemod release - you will get credit. - Thanks for all your hard work! _________________________ Imtherealthing