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xisailuo
������������ �����������: ���. 2004
�����: 19 ���������
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I give npc some weapon ,butI I can not use ANIM_take_out & ANIM_fire_single ,it seems no effect.Can you teach me how to use it or give me some examples?
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����������: 19:54 - 18 ���., 2004
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xisailuo
������������ �����������: ���. 2004
�����: 19 ���������
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#define NAME � � � � � � � � � �SCRIPT_TEST variable Only_Once:=0; #define NPC_REACTION_TYPE � � � REACTION_C #include "..\headers\define.h" #include "..\headers\command.h" procedure start; procedure talk_p_proc; � procedure Node001; procedure old_pickup_p_proc; #define G1_TILE 20104 variable g1; procedure start begin � �display_msg ("word" ; //display_msg() � � � end procedure old_pickup_p_proc begin end procedure talk_p_proc begin � if (Only_Once !=1)then begin �start_gdialog(NAME,self_obj,4,-1,-1); � � � � gSay_Start; � � � � � call Node001; � � � � � � � � gSay_End; � � � end_dialogue; � � �only_once:=1; � � � end � � � � � � � else begin � � � float_msg(self_obj , "yayaya" , FLOAT_COLOR_NORMAL); end end procedure node001 begin Reply(mstr(101)); end procedure critter_p_proc begin g1 := create_object(PID_SHI_GUARD, G1_TILE, 0); � � �reg_anim_clear(self_obj); �reg_anim_begin(); reg_anim_animate(g1,ANIM_fire_continuous � ,-1); reg_anim_end(); end -------------------------------------- that is my ssl,it can creat a npc at 20104,but my npc cannot fire him (Edited by xisailuo at 17:09 - 19 Aug., 2004)
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����������: 16:26 - 19 ���., 2004
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izuk3n
Deleted �����������: N/A
�����: N/A ���������
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try using anim_busy......
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����������: 17:36 - 19 ���., 2004
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xisailuo
������������ �����������: ���. 2004
�����: 19 ���������
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procedure critter_p_proc begin g1 := create_object(PID_SHI_GUARD, G1_TILE, 0); if anim_busy(self_obj)==false then begin reg_anim_clear(self_obj); reg_anim_begin(); reg_anim_animate(g1,ANIM_fire_continuous ,-1); reg_anim_end(); end end -------------------------------------------------------- it seems no use
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����������: 18:41 - 19 ���., 2004
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xisailuo
������������ �����������: ���. 2004
�����: 19 ���������
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I load the map which Frank Horrigan and the farmers in the desert for the first time,but it does not run when I press F8,and In this mapper I cannot fight ,such as be attacked by the evil plant in ARROY, are there some bugs in this mapper? how can I run it
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����������: 18:33 - 20 ���., 2004
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Perceptron
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������: Ivanovo �����������: ��� 2003
�����: 502 ���������
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First, why you use create_object() in critter_p_proc procedure? This procedure is called few times in second. So you create Shi Guard few times in single second. Why? Do you really need so many Shi Guards? Second, you didn't give him any weapon. Without weapon animation is unable to be played. Keep in mind that you may give this type of critter (Shi Guard) only knife, pistol, SMG, rifle or big gun (no machine-gun, no bazooka) because it hasn't animations with other weapons. Use this function to give him weapon: void wield_obj_critter(ObjectPtr who, ObjectPtr obj); >but it does not run when I press F8,and In this mapper I cannot fight As far as I know, in BIS mapper scipts and combat doesn't work (when you press "F8").
----- Into The New Year - With A New Vision! ������������ �� ��������, �������� �� ��������, ������� �� ��������, FAQ �� ��������, "�������", fallmods-tutor.
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����������: 1:19 - 21 ���., 2004
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xisailuo
������������ �����������: ���. 2004
�����: 19 ���������
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o test your scripts properly in the editor, edit the mapper2.cfg file and alter the line that reads run_mapper_as_game=0 to run_mapper_as_game=1 the mapper then runs like the game when you enter the game mode.. critters attack, lighting works right etc....
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����������: 16:32 - 21 ���., 2004
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xisailuo
������������ �����������: ���. 2004
�����: 19 ���������
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thank you , I accomplish it. I have made a big big mistake in comprehending scripts,now I correct my mistake #include "..\headers\define.h" #define NAME SCRIPT_ECBDYGRD #include "..\headers\command.h" #include "..\headers\ModReact.h" procedure start; procedure doSequence; procedure start BEGIN call doSequence; end procedure doSequence begin variable sound; reg_anim_clear(self_obj); reg_anim_begin(); reg_anim_animate(self_obj,ANIM_fire_burst , -1); reg_anim_play_sfx(self_obj, sound, 0); reg_anim_end(); end first . Add to Inventory [img]http://www.zzezz.com/bbs/discuz!/attachments/daPF_scr00000.gif[/img] second. View Inventory list [img]http://www.zzezz.com/bbs/discuz!/attachments/no00_scr00002.gif[/img] third . run scripts [img]http://www.zzezz.com/bbs/discuz!/attachments/oFDs_scr00001.gif[/img]
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����������: 19:52 - 21 ���., 2004
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