daisy8 Posted August 18, 2017 Share Posted August 18, 2017 Hi there I have a series of terminal forms linked one after the other, and I don't want the played to be able to go back up to the last viewed page in the terminal with the tab key. Eg in the terminal - see page 1, make selection, see page 2, press tab and go back to page 1. I want to stop the played doing this. Is there a way ? Thanks everyone ! daisy Link to comment Share on other sites More sharing options...
shavkacagarikia Posted August 18, 2017 Share Posted August 18, 2017 I don't think you can do that directly. But there may be a workaround. You can hide terminal entries. Maybe I can help more if you explain why you want to do that. Link to comment Share on other sites More sharing options...
subtleshade Posted August 18, 2017 Share Posted August 18, 2017 Maybe you can rebind tab while using the terminals if they are using unique FORMID's.This would require some scripting though. Link to comment Share on other sites More sharing options...
daisy8 Posted August 18, 2017 Author Share Posted August 18, 2017 Hey shav The terminal has a series of security questions, one after the other, followed by either a passed or failed screen. I dont want the player to be able to just tab back if they get it wrong. They have to start from the beginning again. I have though about using quest stages - pass page 1 advance the quest a stage - and have a condition on each page related to a stage. Get it wrong and the stage is set back at the start. ?? Link to comment Share on other sites More sharing options...
Guerlot Posted August 18, 2017 Share Posted August 18, 2017 (edited) Maybe you could try with a quest, script fragments and item conditions. Create an hidden quest (let's call it WhateverQuest) with numerous stages. One Stage for each Entry of your terminal you don't want to be readable again. Each entry would SetStage its own stageWhenever the player reads an entry, you use the Script Fragment WhateverQuestProperty.Setstage(xx) where xx is the actual stage linked to that entry.Then on that same entry in the Item Conditions section, you add a condition: GetStageDone - WhateverQuest - XX - That Entry Stage == 0.000 which means that entry would only show up is its Stage in the quest hasn't been completed. It's totally theorical in my head, never tried it. But that's how I would try for sure and see how it works. Maybe some others would have a better way to do it tho. Edited August 18, 2017 by Guerlot Link to comment Share on other sites More sharing options...
Reneer Posted August 18, 2017 Share Posted August 18, 2017 (edited) The simplest solution, I would think, is for each wrong answer, you simply have the button linked to "Return to Top Level" - that will immediately send the player back to the Terminal entry that they started from. See the Terminal entry on the CK Wiki for more info. Edited August 19, 2017 by Reneer Link to comment Share on other sites More sharing options...
shavkacagarikia Posted August 19, 2017 Share Posted August 19, 2017 Ok, Guuerlot's suggestion is good. But I think you can do it without quest, just use global variable instead. with setvalue() and checking it with getGlobalValue condition fucntion. For example:http://i.imgur.com/aDHYUDz.pnghttp://i.imgur.com/dMBNUmu.pnghttp://i.imgur.com/nOglto1.pnghttp://i.imgur.com/yV187YA.png Link to comment Share on other sites More sharing options...
daisy8 Posted August 19, 2017 Author Share Posted August 19, 2017 Ok cool. Great answers. The global variable is something I have never used before so I'll give it a try. Thanks for the pics. daisy Link to comment Share on other sites More sharing options...
montky Posted August 21, 2017 Share Posted August 21, 2017 awesome ideas!there's a lot of different approaches,just goes to show there's a lot of ways to do things in problem solving. if you're looking for a 'mastermind'/'pelmanism' style terminal,that'd be awesome to take guerlot's line of thought,and an "onEvent" for anytime during each gate... detecting any input from a particular button while in that screen.if they press the 'backspace' key while in the timed event... autofail and lockout muahaha.no perks, no retries, gone. dudepatrick and fiftytifty had some neat hacking overhaul ideas.most hinging on the struct counter modulus trick. reneer's idea is also awesome, if you set that along with a 'random interval timer'...forcing the player to read only glimpses of stuff, to simulate a damaged computer terminal...so, not only will you only be able to read it for brief periods,though, perhaps the keyboard 'has a mind of its own'. -----you could also have an 'infinitely uncompletable' terminal,much like in 'stanley parable'similar to infinite uncompleteable surveys on surveymonkey etc,then, have a scheduled 'onEvent" when the player realizes the terminal isn't complete-able and tries to leave the terminal;boom, "jump scare" 'slenderman' style appearance of an antagonist NPC"should you be here?"/"it's rude to look at other people's terminals..." thanks everyone, I've had a few ideas based on snippets thus far in this thread,this thread is right up there with the FO4 Optimization thread in terms of awesomeness. Link to comment Share on other sites More sharing options...
Recommended Posts