(store_random_in_range,":new_troop5",":dungeonranged1",":dungeonranged2"),
(entry_point_get_position,83,pos3),
(entry_point_set_position,1,pos3),
(add_visitors_to_current_scene,1,":new_troop5",1,1,-1),
(entry_point_get_position, pos7, 1),
With *_get_* operations, the first parameter is always where the result is stored - the "output parameter" (there might be very few exceptions to this rule, but I don't think there are any), so for other types like *_set_* the order might seem to change; for example:Patta said:Code:(entry_point_get_position,83,pos3), (entry_point_set_position,1,pos3),
(entry_point_get_position, pos1, 83),
(entry_point_set_position, 83, pos1),
(item_get_slot, ":result", ":item_id", slot_no),
(item_set_slot, ":item_id", slot_no, ":result"),
(set_spawn_position, pos1),
(try_for_range, ":unused" 0, 20),
(spawn_scene_prop, "spr_marker"),
(try_end),
(scene_prop_get_instance, ":instance_id", "spr_marker", 7), # this is a hidden "can fail" operation, beware
(prop_instance_set_position, ":instance_id", pos3, 1), # the last parameter is only for with version 1.134, so it doesn't bother updating clients
(1,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
(1,mtef_visitor_source|mtef_team_0|mtef_no_auto_reset,0,aif_start_alarmed,1,[]),
Caba`drin said:rabican said:is there a way to do collsiion detection?
i want to play a sword swing animation, see if it hits anyone, deal damage.
ti_on_agent_hit ?
It's the trigger that is fired in any mission template when an agent is hit by another.
Lueii said:Somebody said:A particle system effect displays a bunch of meshes (usually planar) with various (color) blending and rotational effects around a position. It is defined in module_particle_systems.py, and uses a mesh reference (include one in your BRF file).
Look at the order of operations. You are trying to set a visitor before resetting the scene and modifying the visitors.Lueii said:Fixed. Still doesn't work. What am I doing wrong?
I wasn't getting results then either. Are you not supposed to do it in Module_game_menus?
[
("camp_trainer", [],
"Speak with the innkeep.",
[
(set_jump_mission, "mt_training_ground_trainer_talk"),(modify_visitors_at_site, "$g_training_ground_melee_training_scene"),
(reset_visitors),
(set_visitor, 8, "trp_npc2"),
(set_jump_entry, 5),
(jump_to_scene, "$g_training_ground_melee_training_scene"),#
(try_begin),
# (check_quest_active, "qst_learn_where_merchant_brother_is"),#
(else_try),
# (check_quest_active, "qst_save_relative_of_merchant"),
# (neg|check_quest_succeeded, "qst_save_relative_of_merchant",)
# (try_end),
(change_screen_mission),
(music_set_situation, 0),
]),
ithilienranger said:That isn't really an answer. Create a quick string and output that variable at different points.
I'm not sure. I could see that you don't have a closingLueii said:Any help?
Code:[ ("camp_trainer", [], "Speak with the innkeep.", [ (set_jump_mission, "mt_training_ground_trainer_talk"),(modify_visitors_at_site, "$g_training_ground_melee_training_scene"), (reset_visitors), (set_visitor, 8, "trp_npc2"), (set_jump_entry, 5), (jump_to_scene, "$g_training_ground_melee_training_scene"),# # (try_begin), # (check_quest_active, "qst_learn_where_merchant_brother_is"),# # (else_try), # (check_quest_active, "qst_save_relative_of_merchant"), # (neg|check_quest_succeeded, "qst_save_relative_of_merchant",) # (try_end), (change_screen_mission), (music_set_situation, 0), ]),
(try_end),
(try_begin),
(else_try),
$g_training_ground_melee_training_scene
See the syntax link in my sig.13exa said:Im was still confused about Global Variables. Can someone give me a detail guide??
I don't see any problems with the code you posted before.Bolkonsky said:ithilienranger said:That isn't really an answer. Create a quick string and output that variable at different points.
Output's good, variable values are correct. Still though, that particular trigger isn't firing.
A global is likely appropriate in this situation. Depending on where the menu is coming from, you could use a few that already exist, such as13exa said:Well. I want to make a description of my problem.
Examples, I want to make a Game Menus that will give player an Item, but they are must be waiting for some hours. So i take Trade Assessment as Basic.
The Concept:
First, The Confirmation Menu about Waiting for 3 Hours
V
Rest for Hours = Waiting for Getting Item
V
Last, The Confirmation that Player have the item on the Inventory
My problem is at the Red word. I can't make from Rest Hour to back to "Last, The Confirmation that Player have the item on the Inventory"
Have a solution, Caba' drin?