How to get someone high...

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GunnJ
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How to get someone high...

Post by GunnJ » Sat Jan 05, 2013 1:29 am

Yes, the title is true, to a point.

In the PH I'm working on, the owner wants a hookah, a placeable object, to act like a mellowsmoke pipe, which is a PC item.

Anyone want to take a swing at how I can transfer that item's special effect to a placeable?

Thanks
“People speak of hope as if it is this delicate, ephemeral thing made of whispers and spider's webs. It's not. Hope has dirt on her face, blood on her knuckles, the grit of cobblestones in her hair, and just spat out a tooth as she rises for another go.”
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PsiOmega
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Re: How to get someone high...

Post by PsiOmega » Sat Jan 05, 2013 12:27 pm

It appears that all the necessary code exists in the script "jhr_i0_pipe" so shouldn't be that difficult to create an OnUse script around it (it's currently called directly from avlis_onuse rather than an tag-based activation script).

However, we do have rules concerning custom housing scripts and someone would have to give the creation a go first. Not sure if we used to have a process for that.
Once it is green-lit however, I could give it a shot.
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gutemensch
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Re: How to get someone high...

Post by gutemensch » Sat Jan 05, 2013 7:48 pm

It works as I did it over a year ago with K@'s help. Place "jhr_i0_pipe" in the tag or maybe it was in the name and it should be good. I'd have to double check to make sure. Did this scripting on about a dozen objects at Loash. Problem will arise in object height. Seems placing a waterpipe on a small table will make the script not function. Also doesn't work with large objects either. Found it best to either place small objects right on the floor and tag it "jhr_i0_pipe" or if it's a big object to place an invisible object on the floor and make it "jhr_i0_pipe" tagging.

PSI, check out Sonja's Hoard to see it. It's all water pipes but one and that's a large object in the grotto area. Most all of them function I believe and once it's updated all them should as I think I figured out the trick.
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PsiOmega
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Re: How to get someone high...

Post by PsiOmega » Sat Jan 05, 2013 8:01 pm

Hmm, might work if one tag the object correctly and use the "avlis_onuse" script directly. I'll give it a check.
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GunnJ
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Re: How to get someone high...

Post by GunnJ » Sat Jan 05, 2013 8:05 pm

gutemensch wrote:Problem will arise in object height. Seems placing a waterpipe on a small table will make the script not function.
Aha, that must be the problem, as the pipe is on a small table. I'll try sliding in an invisible object underneath it and see how that looks and works. Thanks!
“People speak of hope as if it is this delicate, ephemeral thing made of whispers and spider's webs. It's not. Hope has dirt on her face, blood on her knuckles, the grit of cobblestones in her hair, and just spat out a tooth as she rises for another go.”
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PsiOmega
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Re: How to get someone high...

Post by PsiOmega » Sat Jan 05, 2013 10:27 pm

The necessary script name appears to be "11_fom_006", entered into the OnUsed field of the object without the quotes. The object tag can be set to anything.
This script does not exist directly in any of the modules so you cannot edit it directly, but it is fine to simply enter the name as stated above.
Science is a candle in the dark.
Docendo discimus.
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