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 [1.4] Car Trunks

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kyoden
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PostSubject: [1.4] Car Trunks   Tue Jan 27, 2015 10:47 am

Is it possible to add more searchable car trunks as it is doable during the lily quest? Maybe you need a special item like an Iron Pipe or so to do so. What you find in there could be random even depending on certain attributes, skills, etc.

Is it in general doable to have more requirements (item wise) to do certain interactions?


Last edited by kyoden on Tue Jan 27, 2015 10:57 am; edited 1 time in total
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Childe of Malkav
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PostSubject: Re: [1.4] Car Trunks   Tue Jan 27, 2015 10:52 am

I don't think it is possible because most car models are not designed with openable boots.
So it can only be done for this type of car, and unless we make a copy of the model with textures in a different color, only for red cars of this type.

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PostSubject: Re: [1.4] Car Trunks   Tue Jan 27, 2015 1:21 pm

Childe of Malkav wrote:
I don't think it is possible because most car models are not designed with openable boots.
So it can only be done for this type of car, and unless we make a copy of the model with textures in a different color, only for red cars of this type.

Could it be CE's version of FPS' red exploding barrels? Laughing
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PostSubject: Re: [1.4] Car Trunks   Tue Jan 27, 2015 1:41 pm

Who's FPS, and why needs he red exploding barrels?

Btw, Feral, I have a red exploding stick. Wanna fetch? Basketball

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PostSubject: Re: [1.4] Car Trunks   Tue Jan 27, 2015 2:16 pm

Childe of Malkav wrote:
I don't think it is possible because most car models are not designed with openable boots.
So it can only be done for this type of car, and unless we make a copy of the model with textures in a different color, only for red cars of this type.

Exactly. It just depends on which models have functioning trunk doors. We could always reskin the red "Thunderbird" into a different color. I do like this idea and even had a quest idea from Malkav from Silvia Black where you have to retrieve a masquerade violation item from a cop car, though in this case it would have to be a detective's car (a reskinned thunderbird).
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PostSubject: Re: [1.4] Car Trunks   Tue Jan 27, 2015 7:13 pm

Childe of Malkav wrote:
Who's FPS, and why needs he red exploding barrels?

Btw, Feral, I have a red exploding stick. Wanna fetch? Basketball

FPS = First Person Shooter. Exploding barrels are the joke of a coder from an old game that stuck, became popular... And by the force of inertia they are always red. Up to and including the last Call of Duty...

Fetching is always great!
*chases the stick through mud, bushes and some very surprised ducks to finally lay it by Malkav's feet and wag happily*
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PostSubject: Re: [1.4] Car Trunks   Wed Jan 28, 2015 4:45 am

Good thing I know celerity...

*Booom*

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PostSubject: Re: [1.4] Car Trunks   Wed Jan 28, 2015 6:11 am

Childe of Malkav wrote:
Good thing I know celerity...

*Booom*

*smolders*

Good thing I mastered Fortitude and Visceratika...

*gets to lick sooth covered balls*
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PostSubject: Re: [1.4] Car Trunks   Wed Jan 28, 2015 6:48 am

And back to topic you fools:

1-2 Car trunks per hub would be interesting. Or maybe add 1-2 in the parking lot encounter (reskinned of course). I would like some additional restriction added to it though. Like a crowbar needed. And of course if seen/observed by the public it should result in a criminal violation.
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PostSubject: Re: [1.4] Car Trunks   Wed Jan 28, 2015 8:49 am

kyoden wrote:
And back to topic you fools:

1-2 Car trunks per hub would be interesting. Or maybe add 1-2 in the parking lot encounter (reskinned of course). I would like some additional restriction added to it though. Like a crowbar needed. And of course if seen/observed by the public it should result in a criminal violation.

I support this idea wholeheartedly.

*Licks Kyoden across the face*
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PostSubject: Re: [1.4] Car Trunks   Wed Jan 28, 2015 3:12 pm

Feral wrote:
kyoden wrote:
And back to topic you fools:

1-2 Car trunks per hub would be interesting. Or maybe add 1-2 in the parking lot encounter (reskinned of course). I would like some additional restriction added to it though. Like a crowbar needed. And of course if seen/observed by the public it should result in a criminal violation.

I support this idea wholeheartedly.

*Licks Kyoden across the face*

I do too. Breaking into cars and stealing stuff out of them like stereos and purses and stuff, how cool!

I still like the idea of a car full of vampire vitae in the trunk, found by police, and you have to somehow get to the car and take the blood without being seen, or you can just kill the police and take the humanity loss. Silvia Black would be so proud.
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PostSubject: Re: [1.4] Car Trunks   Fri Jan 30, 2015 7:05 pm

Please don't kill me, I'm just the messenger.

I have looked up Lily's car tonight because I plan to remove the "locked" icon from the car trunk. The reason is that I don't want the player to see that there is something about this car before he gets the key and finds out about Rolf.

The car itself is a static prop, and the trunk "door" exactly that: "func_door_rotating" with a precached model number. So if you can use it at all, then only on the Santa Monica hub. At least that's what I fear.

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PostSubject: Re: [1.4] Car Trunks   Fri Jan 30, 2015 7:16 pm

Childe of Malkav wrote:
Please don't kill me, I'm just the messenger.

I have looked up Lily's car tonight because I plan to remove the "locked" icon from the car trunk. The reason is that I don't want the player to see that there is something about this car before he gets the key and finds out about Rolf.

The car itself is a static prop, and the trunk "door" exactly that: "func_door_rotating" with a precached model number. So if you can use it at all, then only on the Santa Monica hub. At least that's what I fear.

Well that sucks.

But we love you anyway.
*hugs with front paws*
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PostSubject: Re: [1.4] Car Trunks   Fri Jan 30, 2015 8:42 pm

Childe of Malkav wrote:
The car itself is a static prop, and the trunk "door" exactly that: "func_door_rotating" with a precached model number. So if you can use it at all, then only on the Santa Monica hub. At least that's what I fear.

This Malkavian seems to know EVERYTHING! So glad he's with TCI and not the 'other' side, LOL. Razz
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PostSubject: Re: [1.4] Car Trunks   Fri Jan 30, 2015 11:13 pm

Childe of Malkav wrote:
Please don't kill me, I'm just the messenger.

I have looked up Lily's car tonight because I plan to remove the "locked" icon from the car trunk. The reason is that I don't want the player to see that there is something about this car before he gets the key and finds out about Rolf.

The car itself is a static prop, and the trunk "door" exactly that: "func_door_rotating" with a precached model number. So if you can use it at all, then only on the Santa Monica hub. At least that's what I fear.

hmm, if it is movable, then might not the same function be used to make openable dumpsters?

Zer0Morph wrote:
This Malkavian seems to know EVERYTHING!
The Cobwebs are thick with this one.
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PostSubject: Re: [1.4] Car Trunks   Sat Jan 31, 2015 4:41 am

malak wrote:
Childe of Malkav wrote:
Please don't kill me, I'm just the messenger.

I have looked up Lily's car tonight because I plan to remove the "locked" icon from the car trunk. The reason is that I don't want the player to see that there is something about this car before he gets the key and finds out about Rolf.

The car itself is a static prop, and the trunk "door" exactly that: "func_door_rotating" with a precached model number. So if you can use it at all, then only on the Santa Monica hub. At least that's what I fear.

hmm, if it is movable, then might not the same function be used to make openable dumpsters?
Yes, if you don't mind the dumpster lids looking like car trunks...Rolling Eyes

malak wrote:
Zer0Morph wrote:
This Malkavian seems to know EVERYTHING!
The Cobwebs are thick with this one.
That's my job as Antediluvian of the Insight clan. Razz

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PostSubject: Re: [1.4] Car Trunks   Sat Jan 31, 2015 6:01 am

Still up for a try in different hubs? ^^ Again is there a workaround?
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PostSubject: Re: [1.4] Car Trunks   Sun Feb 01, 2015 5:10 pm

Childe of Malkav wrote:
malak wrote:

hmm, if it is movable, then might not the same function be used to make openable dumpsters?
Yes, if you don't mind the dumpster lids looking like car trunks...Rolling Eyes

I was actually thinking more along the lines of changing the object it links to, and making that cars trunk not open, just make it a normal container.
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