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Re: Non-Asset scripting

Posted: Fri Nov 02, 2012 3:31 pm
by drakx
I may make a test dungeon to play with that. The assets only affect one dungeon, right? If I mess the packet code up it won't kill the game and make me re-install the hole and will it?

Re: Non-Asset scripting

Posted: Fri Nov 02, 2012 4:08 pm
by msyblade
yes, the assets are kept inside of each mod independently, you can only mess up the one you're working on.

Re: Non-Asset scripting

Posted: Tue Nov 06, 2012 11:01 pm
by drakx
here is a puzzler. how do I get a teleporter to turn on when 4 daggers are placed on 4 altars? used the counter, but it counts when something is placed, so putting 1 dagger on 1 altar 4 times triggered it. and I tried the item alcove puzzle on the modding section of the site but when I tried adding altars 2-4, the game crashed each time I tried to place a dagger on an altar.

So what kind of scripting do I need to get 4 points to turn on another, apart from using pressure plates?

Re: Non-Asset scripting

Posted: Tue Nov 06, 2012 11:40 pm
by msyblade
Connect your altar to this script. Also connect the altar to the counter to INCREMENT on DEACTIVATE. So if you pick the dagger back up the counter takes back the count. as for a specific item check script, maybe this will help:


Code: Select all

function  Altarcheck2()
	
	for i in daggeraltar2:containedItems() do
		if i.name == "dagger" then
			counter_44: decrement()
		break
		end
	end
end
Set up four of these scripts individually, with the different altars named but same counter (set to 4, of course) if you place a dagger on 1, the counter will drop to 3, pick up the dagger, counter goes back to 4. (Zero opens the connector from the counter) so only when all 4 daggers are placed will the teleporter activate