While most traps and triggers should function in System Shock 2, the scripts that interact with objects may or may not work.
The names of links and properties are often different than in Thief. Where possible, I've made equivalent substitutions. Instead of Editor\Design Note, use Script\Objlist Arg. Instead of ControlDevice, use SwitchLink. Script\Timing has been replaced with Script\Delay Time, which is a floating-point number instead of an integer. The value will be treated as the number of seconds rather than milliseconds. The Script\Trap Control Flags also has different names. Once and Invert are the same, Enter will behave as NoOff, and Exit is NoOn. The other flags are unused.
The following scripts are not included in this script module.
The script object must be named. The parameters are ignored; the camera will be static with no lens. The player object is just a white box, you probably want to change that. Edit the player_model variable in shock.cfg.
The fade time can be a negative value to fade-in for that many seconds. The parameters r, g, b will change the color of the screen. Each color parameter is a number less than 256.
The Owns link flavor isn't available. Use a ScriptParams link with the data set to Owns instead.
The Owns link flavor isn't available. Use a ScriptParams link with the data set to Owns instead.
Because of the way System Shock 2 creates the Player object, this may not work as expected. It may even make the game crash.
The Owns link flavor isn't available. Use a ScriptParams link with the data set to Owns instead.
This script was intended to be used in conjunction with the TimedPotion script. But since it's not present in System Shock 2, you may find GenericPotion to be of limited usefulness. It's included nonetheless.