-------------------------------------------------------------- -- Client side script for the lootable chest for the dragon fight. -- -- updated by abeechler... 8/10/11 - remove object hiding and physics toggle, add new anims -------------------------------------------------------------- -- local constants local sOpenFX = "glow" local sIdleFX = "idiot" local sOpenAnim = "open" local sOpenedAnim = "opened" local sCloseAnim = "close" local openTime = 60 function onRenderComponentReady(self, msg) -- play the idle fx self:PlayFXEffect{name = "onCreate", effectType = sIdleFX} end function onCheckUseRequirements(self, msg) -- Obtain preconditions local preConVar = self:GetVar("CheckPrecondition") if preConVar and preConVar ~= "" then -- We have a valid list of preconditions to check local check = msg.objIDUser:CheckListOfPreconditionsFromLua{PreconditionsToCheck = preConVar, requestingID = self} if not check.bPass then -- Failed the precondition check msg.bCanUse = false self:SetVar('bAlreadyUsed',true) end end self:RequestPickTypeUpdate() return msg end function onClientUse(self,msg) -- get the animation time for the timers local animTime = self:GetAnimationTime{animationID = sOpenAnim}.time or 1.5 self:SetVar('bAlreadyUsed',true) self:RequestPickTypeUpdate() -- play the open fx/animation self:PlayFXEffect{name = "openFX", effectType = sOpenFX} self:PlayAnimation{animationID = sOpenAnim, bPlayImmediate = true} -- add in timers to stop fx and remove the chest GAMEOBJ:GetTimer():AddTimerWithCancel(animTime, "openedChest", self) GAMEOBJ:GetTimer():AddTimerWithCancel(2, "StopFX", self) end function onTimerDone(self, msg) if msg.name == "openedChest" then -- keep the chest open for a set time self:PlayAnimation{animationID = sOpenedAnim, bPlayImmediate = true} local player = GAMEOBJ:GetControlledID() player:TerminateInteraction{type = 'fromInteraction', ObjIDTerminator = self} elseif msg.name == "StopFX" then -- stop the open fx self:StopFXEffect{name = "openFX"} end end ---------------------------------------------- -- sent when the object checks it's pick type ---------------------------------------------- function onGetPriorityPickListType(self, msg) local myPriority = 0.8 if ( myPriority > msg.fCurrentPickTypePriority ) then msg.fCurrentPickTypePriority = myPriority if self:GetVar('bAlreadyUsed') then -- dont show the icon if it's in use msg.ePickType = -1 else msg.ePickType = 14 -- Interactive pick type end end return msg end