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LugNut

Member Since 03 Nov 2006
Offline Last Active Nov 15 2006 07:17 AM

Posts I've Made

In Topic: Creature Script Vs. Area Script

15 November 2006 - 05:54 AM

Unfortunately the effect I am looking for requires all of the attributes of HOLDRING. I need the Treant to be totally unselectable, and lacking all movement. I am wanting him to almost seem part of the area graphics, but then come alive when the PC comes near.

As posted above, this may prove challenging as I do not know exactly how to script a new trap in an existing area with WeiDu. I really am not in favor of the invisible .cre there to perform the actions.


Lug.

In Topic: Creature Script Vs. Area Script

13 November 2006 - 10:29 AM

Well, I am thining it is more the "Hold Creature" that is doing this. I have stripped the feet-circles themselves with an effect and the script still ran. This is how I first used the Treant, I had him hiding in the dryad area in Irenicus' dungeon. That script worked well, however, the creature's standing movements made him stand out. I am trying to get a more "difficult to see" effect by haging him motionless among the trees and then suddenly come to life and attack. I am certain I can do this with the Area .BCS, I just would like to do it with the .CRE BCS.

If I remember the first level of Watcher's Keep correctly, there is a similar script to what I used for my statues, and it is all ActionOverride to get the "HOLDRING" out of the inventory.

The problem with using an Area script is, how to I trigger the proximity? With the Creature Script, I can use "See([PC])" whereas with the BCS I immagine I would need a trap or trigger to activate it. And since the creature script is not working, I can't use the creature to set the variable.


Any suggestions?


Lug

In Topic: Creature Script Vs. Area Script

13 November 2006 - 06:09 AM

It is:

IF
See(PLAYER1)
Global("TreeAttack","LOCALS",0)

THEN
RESPONSE #100
SetGlobal("TreeAttack","LOCALS",1)
DestroyItem("HOLDRING")
Wait(4)
Enemy()
Attack(PLAYER1)

END



I use a similar script to get some statues to come alive in another area. However, I have to use the area script to do an ActionOverride on those creatures in order to lose the ring. I would like to avoid that line of code when doing these guys.

Lug

In Topic: RandomNum, how does it work, exactly?

07 November 2006 - 09:21 AM

With the different responses, will the game choose one of them at random? I just want to make sure...


Lug

In Topic: Spawn-Points or Scripting?

03 November 2006 - 01:39 PM

Going by the example of STATE.IDS I have seen, would this work?

APPEND ~STATE.IDS~  
  ~0x80101FEF CD_STATE_NOT_VALID~
  UNLESS ~CD_STATE_NOT_VALID~

A quick change would be:

APPEND ~GTIMES.IDS~
~### EIGHT_HOURS~
UNLESS ~EIGHT_HOURS~

Perhaps it is all fouled up, but it makes sense. Maybe someone more experienced knows for sure.

Lug  :ph34r: