Prevent script from firing up in the inventory.

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killkhergit

Squire
When I wanted to let my home-made cigarette smoke in MnB, I (dont have the script with me here, syntax will contain some errors) added:

[ti_on_init_item [(call_script,"script_peukrook)]],

The script will add a position delta, a point light and a particle effect. Every should work, but there's a problem:

The game allways crashes when I try to open up my inventory (with the cigarette in it of course). Looks like the game can't execute the posdelta/pointlight/particle command.

So: How can I prevent a script from firing up inside of the inventory?
 
janlulhannes 说:
lol peukrook? :razz:

hehe.. not helpful but definitely funny.

Anyway.. I've never dabbled in item triggers, but perhaps a check to see if the player is actually in a scene?

Of course using that it would still crash if you open the inventory in a scene (or maybe it won't....) but it's something at least.
 
MartinF 说:
janlulhannes 说:
lol peukrook? :razz:

hehe.. not helpful but definitely funny.

Anyway.. I've never dabbled in item triggers, but perhaps a check to see if the player is actually in a scene?

Of course using that it would still crash if you open the inventory in a scene (or maybe it won't....) but it's something at least.

Was thinking about the same thing. Make a new variable, let the script require it to be " 1", and make it " 0" every time the I button is pressed [key_pressed,"key_i" ?], and of course the same thing for the inventory button [game_key_pressed,"key_inventory ?]. Don't know if it's "pressed"  or " clicked" , but that doesn't matter.

Some help needed...
 
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