Interactable Actors
You can create actors the player can interact with, there are already some predefined templates:
- door (has 3 states, closed, open inside, open outside, and cycles between these states)
- doubledoor (same as door above, but with two meshes, left and right door)
- sliding door (represents a gate or secret passage, can slide up, down, left or right)
- light (a mesh with a point light, you can change color, and all other light parameters)
- particle (a mesh with a particle, can be used for example as a brazier with fire particle on and off, or a faucet with water pouring down or off)
Each one has one static mesh (mandatory), which will be activated by the player. MUST be visible and collision query enabled.
To create a new actor in a level follow the steps below:
- Choose the type of actor, example door
- right-click on the InteractableDoor template and choose "create child"
- name your child, example : DelverHouseDoor
- Open it and change the mesh if needed, you can change position, scale, rotation, materials. You cannot delete the nodes on the left tree
- Check the properties and depending on the object you will have the ability to set:
- Sound on Toggle
- Interact Distance (distance between the CENTER of the actor and the player to allow him to interact)
- Direction and Move Distance (only for sliding doors)
- Script Can Toggle: name of the mathscript to run to check if the player can actually toggle this item. The mathscript needs to return a value 1 or 0, and can optionally have a message in case of 0. Example script:
Result = if (Actor:GetSkillValue(11)>150,1,0); MessageNo = "Nothing happens";
- Script on Toggle: name of the progression script to run when the item is toggled independent on the state. So for example on a door it will run when you open the door and when you close.
- ContainedItemIDsToActivate: an array of strings listing item_stats.IDs to place into the container to allow the object to be activated
- Linked Actors: these are the actors that will be toggled when this item toggles, like a cascade effect. If the item is a final item like a gate, this field is used to list all the source items needed to actually toggle the gate. So for example if a gate has 3 levers in its linked actors list, it means all 3 levers will have to be toggled before the gate toggles.
- Disable Direct Interaction: if flagged this item cannot be toggle directly, but only through other actors having this one as linked actor. Example a lever that toggles a gate. The gate should have this flag on.
- Time of Animation: time for the animation in seconds. Example a door opening
- Brute Force Difficulty: if greater than zero, the item can be brute forced (new icon in the context menu) to toggle. This is the difficulty factor.
- Brute Force Reset Time: After the interactable has been successfully brute forced to toggle, it will return to its previous state after this amount of seconds.
An Interactable actor can be trapped, see Traps