Connectors?

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MadCatter
Posts: 34
Joined: Mon Nov 03, 2014 5:02 am
Location: Southampton, UK

Connectors?

Post by MadCatter »

I have defined my own door object, and want to set it so that it can trigger an event or object when it is opened.

Is there a way to set up a "blank" connector for a certain trigger in the object definition, that can be later set to a target within the editor?

Setting the Component:addConnector(event, target, action) in the onInit stage seems to require a full definition and I haven't found a way of setting this so that it doesn't do something unwanted while still being valid.
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THOM
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Re: Connectors?

Post by THOM »

Well, something has to trigger your door to open. Why do you not trigger in the same moment your script?
THOM formaly known as tschrage
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MadCatter
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Joined: Mon Nov 03, 2014 5:02 am
Location: Southampton, UK

Re: Connectors?

Post by MadCatter »

Sorry, I should probably clarify.

The door is already opened by clicking on it. (thanks Doridion).
I want it to be able to trigger an external secondary event when the door is opened, but I don't want to specify that within the script as I want it to do different things in different areas.
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Prozail
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Joined: Mon Oct 27, 2014 3:36 pm

Re: Connectors?

Post by Prozail »

According to the script reference DoorComponents have onOpen and onClose events.

DoorComponent.onOpen(self)
DoorComponent.onClose(self)
GoldenShadowGS
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Re: Connectors?

Post by GoldenShadowGS »

You can add connectors by script if they aren't showing up in the editor

Code: Select all

door_1.clickable:addConnector("onClick", "yourScript", "yourFunction")
or

Code: Select all

door_1.clickable:addConnector("onClick", "dungeon_door_2", "open")
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