Author Topic: Scripting ideas/methods.  (Read 2373 times)

Offline unixfreak

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Scripting ideas/methods.
« on: April 09, 2012, 06:54:03 pm »

Offline unixfreak

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Re: Scripting ideas/methods.
« Reply #1 on: April 09, 2012, 08:35:00 pm »

Offline unixfreak

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Re: Scripting ideas/methods.
« Reply #2 on: April 12, 2012, 06:38:14 pm »
Damn it, still can't figure this out.

Does anyone have experience making SP maps in sauerbraten?
I've been looking at Redon's SP map ('lost') and trying to figure out how the door opens on the craft after a delay... it seems it uses the "trigger" command to switch the state of the mapmodel (open/closed).

Though, doesn't seem to be a way to do this in RE, as far as i can tell the trigger command doesn't exist, and quin stated that you cannot control the state of a mapmodel from within a script. He also mentioned about linking two trigger entities, although i can't get that to work (invalid operation, failed to link, etc). Haven't had a reply about that question yet on the Re forums.

So many ideas i can put into a wicked map if i figure this thing out.

Feel like i'm getting impatient/awkward.
Either way, the more people who read this, more chance someone will be able to tell me what i'm doing wrong i guess.

Probably gunna write-up a thread on quadropolis next.  ??? lol.

Offline Zoocata

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Re: Scripting ideas/methods.
« Reply #3 on: April 13, 2012, 01:57:11 am »
Ask Boognish. He's a big RE mapper. Pr0

Offline Boognish

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Re: Scripting ideas/methods.
« Reply #4 on: May 06, 2012, 01:43:08 am »
I do not know how to do this, although I've wondered it myself.

A better place to ask would probably be the official RE forums.

http://forum.freegamedev.net/viewforum.php?f=53

Offline unixfreak

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Re: Scripting ideas/methods.
« Reply #5 on: September 27, 2013, 03:19:16 pm »

Offline Suicizer

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Re: Scripting ideas/methods.
« Reply #6 on: September 27, 2013, 06:09:11 pm »
You miss shit like trigger1state =
  • ?