So, to the request, a flag of some sort that allows an item that is essentially a decoration to be activated and deactivated without making it a monster. If this already exists, then can someone point me in the direction of it. If it doesn't then... pretty please.
[done]+activatable
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Enjay
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[done]+activatable
Something like this may already exist, but I don't think so. Solarsnofall sent me some decorate stuff a couple of weeks ago. Part of it was a decorate item that could be activated and deactivated. Whilst activated the thing cycled through it's spawn state doing stuff according to the pointers it had. When deactivated, it stopped. This is a very useful idea and can be used to create all kinds of special effect items. However, as far as Solarsnowfall and I can work out, the only way to make the item activatable/deactivatable is to give it the +ismonster flag. This has a couple of drawbacks that became very frustrating during testing and could, I'm sure, be equally so under certain play conditions. eg, starting a game with -nomonsters (quite a common thing to do when testing) means none of your items are present in the map. Using "kill monsters" destroys any of the items on the map.
So, to the request, a flag of some sort that allows an item that is essentially a decoration to be activated and deactivated without making it a monster. If this already exists, then can someone point me in the direction of it. If it doesn't then... pretty please.
So, to the request, a flag of some sort that allows an item that is essentially a decoration to be activated and deactivated without making it a monster. If this already exists, then can someone point me in the direction of it. If it doesn't then... pretty please.
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Graf Zahl
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Enjay
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Graf Zahl
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Tormentor667
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Graf Zahl
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Nash
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What does this +activatable flag do? Does this allow me to create actors that I can, for instance, talk to, by hitting +USE?
I am aware of ConversationID and Kaiser's Strife Script Compiler but I have expressed my dislike for Strife's conversation system because so many things are still hardcoded into the EXE. I prefer creating my own script dialogues with ACS.
I am aware of ConversationID and Kaiser's Strife Script Compiler but I have expressed my dislike for Strife's conversation system because so many things are still hardcoded into the EXE. I prefer creating my own script dialogues with ACS.
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Alter
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Enjay
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Well, the kind of things I have in mind (and what Solarsnowfall has already done) is particle and other special effects using decorate actors and sprites - although I'm sure a lot more could be done (eg a damaging item, like whirling blades or something, that can be switched on and off).Nash wrote:What does this +activatable flag do?
Imagine a looping spawn state that spits out little projectiles in random directions and maybe plays a sound too, but which can be switched on and off. I know something similar can be achieved with a script a lot of the time, but a well set up DECORATE item can easily be placed in a map, any map, and left to get on with it.
I'm deliberately not giving too much detail as to what Solarsnowfall has done because I don't want to steal his thunder, but he has produced some very pretty looking effects and this feature would help with them.
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Graf Zahl
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