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Re: Ask a simple question, get a simple answer
Posted: Tue Nov 03, 2015 12:55 am
by Isaac
*Is there a command-line switch to run the editor directly?
**Perhaps one to open the editor ~and specify the project file?
Re: Ask a simple question, get a simple answer
Posted: Sat Nov 07, 2015 3:35 am
by Eleven Warrior
RE: Obstacle Unticked.
Ok I am using the Object: sx_autumn_forest_oak_cluster. I untick the (obstacle bow so the party can walk through the Tree Object.)
It works in the editor fine but, when I export my mod and try to walk through the tree object it stops me from walking through?
I disabled the (obstacle) so it seem imam doing something wrong or is it a bug? It seems when the Mod is exported the obstacle is turned back on lol
Re: Ask a simple question, get a simple answer
Posted: Sat Nov 07, 2015 3:59 am
by minmay
Eleven Warrior wrote:RE: Obstacle Unticked.
Ok I am using the Object: sx_autumn_forest_oak_cluster. I untick the (obstacle bow so the party can walk through the Tree Object.)
It works in the editor fine but, when I export my mod and try to walk through the tree object it stops me from walking through?
I disabled the (obstacle) so it seem imam doing something wrong or is it a bug? It seems when the Mod is exported the obstacle is turned back on lol
Item 3 in this post.
Re: Ask a simple question, get a simple answer
Posted: Fri Nov 13, 2015 6:19 pm
by Eleven Warrior
Thxs Minmay. I think I get it now. The object sx_winter_forest_oak_cluster has minimalSaveState = true,. So that means when the game is saved it reverts back to it's original state correct? Even if I untick the obstacle Box it will revert back right?
Re: Ask a simple question, get a simple answer
Posted: Fri Nov 13, 2015 7:34 pm
by THOM
Even if I am not minmay: Yes, that's how it goes...
Re: Ask a simple question, get a simple answer
Posted: Fri Nov 13, 2015 9:09 pm
by minmay
Eleven Warrior wrote:Thxs Minmay. I think I get it now. The object sx_winter_forest_oak_cluster has minimalSaveState = true,. So that means when the game is saved it reverts back to it's original state correct? Even if I untick the obstacle Box it will revert back right?
Yes. Well, it's not when the game is
saved but rather when the game is
loaded from a save. But other than that, you're correct.
Re: Ask a simple question, get a simple answer
Posted: Sat Nov 21, 2015 1:46 pm
by THOM
How can i make a flying monster trigger a function?
Normally I would use a floortrigger that starts a script. Sadly, flying monsters doen't seem to activate floortriggers. Is there another way to do that?
One possibility that comes to my mind is to start a timer that runs a script that checks if the monster is on a certain tile - but this seems to me beeing a bit expensive.
Re: Ask a simple question, get a simple answer
Posted: Sat Nov 21, 2015 1:57 pm
by Zo Kath Ra
THOM wrote:How can i make a flying monster trigger a function?
Normally I would use a floortrigger that starts a script. Sadly, flying monsters doen't seem to activate floortriggers. Is there another way to do that?
One possibility that comes to my mind is to start a timer that runs a script that checks if the monster is on a certain tile - but this seems to me beeing a bit expensive.
viewtopic.php?f=22&t=8083
Re: Ask a simple question, get a simple answer
Posted: Sat Nov 21, 2015 8:46 pm
by minmay
I would consider just making the monster not fly. A floor trigger is a much better solution.
Re: Ask a simple question, get a simple answer
Posted: Sat Nov 21, 2015 9:28 pm
by Isaac
Code: Select all
--trigger script (works on specific monsters; checks position and elevation.)
do --Add additional monster ids to the monster table.
local monster = {"crowern_1"}
for x = 1, #monster do
findEntity(monster[x]).move:addConnector('onEndAction', self.go.id, 'triggerFunction')
end
end
function triggerFunction(target)
if target.go.x == self.go.x and target.go.y == self.go.y and target.go.elevation == self.go.elevation then
--Do something when triggered
playSound("secret")
hudPrint(target.go.id.." (a "..target.go.name.."), has triggered the function.")
--
end
end
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(Trigger script is placed in the center tile.)