Psyche-locks

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dawsongfg
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Psyche-locks

Post by dawsongfg »

So uh, how do I make psyche-locks APPEAR? Appear meaning just appear and stay for a few frames then leave. Five, to be exact. (Not talking about breaking them, talking about how to make them appear).
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SuperAj3
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Re: Psyche-locks

Post by SuperAj3 »

Hi there.
Psyche locks can be added through investigation blocks only. They should be in the dialogue tab, and then select "Psyche-Locks". You can set a conversation lead to a lock, and then set the conversation for the lock. You need to set some actions related to psyche locks in each frame.
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dawsongfg
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Re: Psyche-locks

Post by dawsongfg »

Oh. Not even in the defendant lobby?
dawsongfg
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Re: Psyche-locks

Post by dawsongfg »

I'm trying to do it like it happened in Bridge to the Turnabout. Basically, in the defendant lobby, there were the psyche-locks that you weren't able to unlock.
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SuperAj3
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Re: Psyche-locks

Post by SuperAj3 »

If you make an investigation block with the lobby as the background, then redirect players to and from it using action commands, that can work. Some problems need workarounds in the editor, but IMO working them out is half the fun XD
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dawsongfg
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Re: Psyche-locks

Post by dawsongfg »

i must ask how to do this
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SuperAj3
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Re: Psyche-locks

Post by SuperAj3 »

dawsongfg wrote: Tue Dec 22, 2020 5:26 am i must ask how to do this
In one frame, go to the 'actions' drop down, and select "Redirect player to another frame" - there you can type in the frame of the psychelock animation, when that's played, you do the same thing to redirect back to your courtroom scene.
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dawsongfg
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Re: Psyche-locks

Post by dawsongfg »

Do I make it go to the psyche-lock conversation?
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