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Re: Check Item Is Missing?

Posted: Wed Oct 17, 2012 5:57 pm
by Grimwold
sorry. thought you'd solved the removing gems thing...

I set it all up in my test dungeon before... so here are my notes.

* Add script entity called shiny_script paste in this function:
function to open gate to

Code: Select all

function eyeSockets()
  shinyTrapGate:close()
  trapDoorShiny_1:open()
  trapDoorShiny_2:open()
  trapDoorShiny_3:open()
  trapDoorShiny_4:open()
  trapDoorShiny_5:open()
  trapDoorShiny_6:open()
end
* Add daemon head with eye slots
* Add socket_left
* Add gem to socket
: connect socket_left to TARGET shiny_script with DEACTIVATE event and ACTION eyeSockets
* Add socket_right
* Add gem to socket
: connect socket_right to TARGET shiny_script with DEACTIVATE event and ACTION eyeSockets


That's everything you should need to trigger things when either of the gems is removed.


quick shot of the inspector for the eye socket:
Image

Re: Check Item Is Missing?

Posted: Wed Oct 17, 2012 6:12 pm
by TheDudeD09
I see what you did, alas, its working now using a counter, normal connections and 1 cloned mob. Thanks for your help anyway Grimwold, much appreciated.

Re: Check Item Is Missing?

Posted: Wed Oct 17, 2012 6:14 pm
by Grimwold
TheDudeD09 wrote:Does the 'if not find' search the entire dungeon/level for the target or just the room? I'm really trying to make this work without having to clone the snail simply because I feel as though I shouldn't have to :roll:
Re-reading your posts, I think you have the syntax wrong for find entity. Try this (untested as I have to go)

Code: Select all

if findEntity("shiny_snail_1") ~= nil then
 -- snail is alive
else
-- snail is dead
end