Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Hey Isaac - would this be a script that I have to trigger with a timer?
Re: Ask a simple question, get a simple answer
No, it triggers when the monster ends its move into the same tile (and elevation) as the script_entity.
*You replace the demo print instructions with your own, and/or a call to a different script/function; but you would have to pass along the target or target's id, if you want to have that available to the called script.
*You replace the demo print instructions with your own, and/or a call to a different script/function; but you would have to pass along the target or target's id, if you want to have that available to the called script.
Last edited by Isaac on Sat Nov 21, 2015 10:18 pm, edited 1 time in total.
Re: Ask a simple question, get a simple answer
Well, but - how is it getting started? Or in other words: where do I have to put it?
Re: Ask a simple question, get a simple answer
Use the script entity itself just as you would a pressure plate. Whenever the monster moves it executes the check conditions, and when the monster is on the same tile (and same elevation) as the script entity, the instructions are triggered.
The only other requirement is to add the monster's ID into the monster table. For performance reasons the script only works with the ids listed in the table.
(More than one monster ID can be added, and they will each trigger the script individually ~when they "step on it".)
** Duplicates of this script (with different triggered instructions) can be used in other locations; or optionally all of the duplicates can instead call a specific custom script/function rather duplicating it in each copy.
The only other requirement is to add the monster's ID into the monster table. For performance reasons the script only works with the ids listed in the table.
(More than one monster ID can be added, and they will each trigger the script individually ~when they "step on it".)
** Duplicates of this script (with different triggered instructions) can be used in other locations; or optionally all of the duplicates can instead call a specific custom script/function rather duplicating it in each copy.
Re: Ask a simple question, get a simple answer
Great, Isaac. Implemented it several times and it works perfect. Thanks!
- Eleven Warrior
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- Location: Australia
Re: Ask a simple question, get a simple answer
beach_ocean Object:
Is it possible to make the (AB) object cover the whole map? If you have a Island in the middle of the map and water all around you have to add 2 beach_ocean objects to the map to get the distant ocean effect. North, South etc...
Is it possible to make the (AB) object cover the whole map? If you have a Island in the middle of the map and water all around you have to add 2 beach_ocean objects to the map to get the distant ocean effect. North, South etc...
Re: Ask a simple question, get a simple answer
I tried it with two some time back, and hid the seam reasonably well with shipwrecks.Eleven Warrior wrote:beach_ocean Object:
Is it possible to make the (AB) object cover the whole map? If you have a Island in the middle of the map and water all around you have to add 2 beach_ocean objects to the map to get the distant ocean effect. North, South etc...
- Eleven Warrior
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- Location: Australia
Re: Ask a simple question, get a simple answer
Yeah thxs Issac I did that but it's the distant beyond the actual map mate. So I want to make one that covers the whole map so I don't have to use objects to cover
- AndakRainor
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- Joined: Thu Nov 20, 2014 5:18 pm
Re: Ask a simple question, get a simple answer
The 3D model is too small for that, but maybe it could be done with a bigger custom model.
Re: Ask a simple question, get a simple answer
Then it will take five of them to pull that off; and the island cannot approach the edge of the map too close.
But the main problem will be flooded stairwells if you have any on the island.
But the main problem will be flooded stairwells if you have any on the island.