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Re: Spawn_Scriptzone? [message #254751 is a reply to message #254741] |
Thu, 19 April 2007 18:11 |
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zunnie
Messages: 2959 Registered: September 2003 Location: Netherlands
Karma: 0
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General (2 Stars) |
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bluethen wrote on Thu, 19 April 2007 17:14 |
Neku wrote on Thu, 19 April 2007 16:09 |
bluethen wrote on Thu, 19 April 2007 21:33 | I made a few beacon spawners, (Using the TFX_Replace_When_Repaire way, if any of you know) and I've been trying forever to figure out how to spawn a script. Whenever I do spawn a script, or a david's arrow, ren crashes. I usually want the script to send the player into the sky and other stuff of such.
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Yeah I know the script - I wrote it
You cannot use Create_Object to create anything without physics (e.g. spawners) - it will crash the game.
My mod allows creation of spawners with Create_Object btw
Are you trying to create a dummy object for attaching scripts to it?
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I just want to add a mere script zone spawner with beacons. Maybe I can have it spawn a ped that has the script zone attached. Is that possible? How?
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So you want a scriptZONE that:
- Will create a beacon powerup at a specific location
- When that beacon powerup is picked up you want the beacon powerup to re-appear in x ammount of seconds?
*edit* NVM the below, i was edditing my post while you replied the one after this one. ignore this lol..
What you can do for example is:
Create a beaconspawner.
"Make" the beacon spawner on the map. Note this beaconspawnerID
"Make" a Dave_Arrow somewhere on the map, note the ID of this arrow.
Attach the script JFW_Enable_Spawner_Custom on this Dave Arrow.
Custom is the message to receive for enabling the spawner, for ex 777.
As the ID enter the ID of the beaconspawner.
Attach the script M00_Trigger_Zone_Entered_RMV to a scriptzone_star:
Start_Now = 1
Receive_Type = 3
Receive_Param_on = 1
Receive_Param_off = 0
Target_ID = ID of the Dave Arrow
Send_Type = 777
Send_Param = 1
Min_Delay = 1
Max_Delay = 1
Trigger_Count = (how much times you want to trigger it)
Trggerer = (team to trigger on 0=nod,1=gdi,2=any)
[Updated on: Thu, 19 April 2007 18:21] Report message to a moderator
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Re: Spawn_Scriptzone? [message #254752 is a reply to message #254751] |
Thu, 19 April 2007 18:16 |
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BlueThen
Messages: 2402 Registered: February 2006
Karma: 0
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General (2 Stars) |
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zunnie wrote on Thu, 19 April 2007 20:11 |
bluethen wrote on Thu, 19 April 2007 17:14 |
Neku wrote on Thu, 19 April 2007 16:09 |
bluethen wrote on Thu, 19 April 2007 21:33 | I made a few beacon spawners, (Using the TFX_Replace_When_Repaire way, if any of you know) and I've been trying forever to figure out how to spawn a script. Whenever I do spawn a script, or a david's arrow, ren crashes. I usually want the script to send the player into the sky and other stuff of such.
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Yeah I know the script - I wrote it
You cannot use Create_Object to create anything without physics (e.g. spawners) - it will crash the game.
My mod allows creation of spawners with Create_Object btw
Are you trying to create a dummy object for attaching scripts to it?
|
I just want to add a mere script zone spawner with beacons. Maybe I can have it spawn a ped that has the script zone attached. Is that possible? How?
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So you want a scriptZONE that:
- Will create a beacon powerup at a specific location
- When that beacon powerup is picked up you want the beacon powerup to re-appear in x ammount of seconds?
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No. Just the opposite.
Edit:holmes | Quite the contrary, my dear watson.
| I want the beacon to spawn the script zone, and for the script zone to die down in maybe one second and never come back. I already know how to get a beacon to spawn simple objects like airplanes and stuff.
[Updated on: Thu, 19 April 2007 18:18] Report message to a moderator
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