
Somone77
Joined: Aug 25, 2007
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Posted: Feb 12, 2008 06:24 PM
Msg. 1 of 7
I made a volume location in sapien for a small so im making just to test out some scripts and i want it so i can have the stuff happen only when they havnt done somthing else first... would i like make it so if they say killed an encounter make it sleep_until then and then have the rest of the script activate? please help!
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Feb 12, 2008 07:17 PM
Msg. 2 of 7
Quote: --- Original message by: cheater101 i like make it so if they say killed an encounter make it sleep_until then and then have the rest of the script activate? please help! a sleep until ai living count 0, hs_doc is your friend.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Feb 12, 2008 07:18 PM
Msg. 3 of 7
(sleep_until (>= 0 (something_about_ai_health theEncounter))) << something like that (sleep_until (= true (volume_test_object aTrigVol (list_get (players) 0))))
wait until the encounter is killed then, wait for player to enter the volume
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Somone77
Joined: Aug 25, 2007
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Posted: Feb 12, 2008 07:54 PM
Msg. 4 of 7
you guys arnt truley getting my question... i want to be able to completly DISABLE the volume then when i want it in the l8er IF i want it i can type a comand if there is a such thing and create it... but i think there is no such command.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Feb 12, 2008 08:50 PM
Msg. 5 of 7
trigger volumes are never actually active. They are merely x,y,z, width, length, height, and rotation, another 3 variables. 9 variables? anyway, They only seem active when used by a script The script lines which refer to the trigger volume could be made 'inactive', with a sleep command, or an if command that skips it if needed.
Edited by bobbysoon on Feb 12, 2008 at 08:52 PM
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Somone77
Joined: Aug 25, 2007
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Posted: Feb 14, 2008 05:21 PM
Msg. 6 of 7
ok lets just see what you make of this:
this is what i want to happen: say your in a sp and you arnt supose to go somewhere and i want them to die if they walk there... but stop doing that after they say beat an ai encounter... i know how to do everything except make it so it doesn't kill them after they beat those encounters... i think that should explain it.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Feb 16, 2008 05:53 AM
Msg. 7 of 7
(sleep_until (= true (volume_test_objects theVolume (players) ))) ; wait for player to enter volume (if (> 0 (ai_living_count theEncounter)) ; if 0 > living count <kill player however you will> ) ...else, the script goes on... you could probably do it other ways, but I think that would do it that doesn't account for resetting the script and starting over. I never got into sp scripting, so i dunno Edited by bobbysoon on Feb 16, 2008 at 05:54 AM
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