Posted by Qlippoth at 2009-09-05 00:10:37 Voted 8.00 on 09/05/09
Proleric: Apparently many of the larger gates do not have the animation needed to replace the gate graphic while the player is watching. This needs to be fixed in the model. I asked the Q team, but I don't think they were interested in doing this work.
- Qlippoth
Posted by Ariel at 2009-02-07 05:06:52 Voted 10.00 on 02/07/09
Very nice. _________________________ /Ariel
Posted by 420 at 2009-01-19 15:30:07 Voted 10.00 on 01/19/09
Worked like a charm, thanks! 10
Posted by Proleric at 2008-12-03 00:31:46 Voted 10.00 on 12/03/08
Whoops - forgot to vote.
Posted by Proleric at 2008-12-03 00:24:47 Voted 10.00 on 12/03/08
Qlippoth wrote "For some reason I don't see the gate if I use it on anything but a normal door. IS there aversion to make a gate respawn visually as well as physically?"
I'm having the same problem with the City Exterior wall gate. The gate blocks movement, but it's invisible and not selectable.
It becomes visible and selectable if you walk a long way off then return, or refresh the area (by save/load or exit/enter).
Posted by Blasco-Yang at 2008-11-29 07:12:46 Voted 10.00 on 11/29/08
My apologies Sir Elric. I've been using this for some time now. I could have sworn I had cast a vote here, but apparently I missed it.
Really simple to use and implement. Until I began using this most of my doors were made plot and unbashable. (which takes a lot of fun out of it for those bullheaded barbarians who never learned the subtle art of turning a doorknob)
My thanks.
Posted by Qlippoth at 2008-07-14 16:15:29 Voted 8.00 on 09/05/09
For some reason I don't see the gate if I use it on anything but a normal door. IS there aversion to make a gate respawn visually as well as "physically"?
- Qlippoth
Posted by Shargast at 2007-05-17 07:01:53 Voted 10.00 on 05/17/07
Works for me! Appreciate the sharp eyes!
Best
Sai _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Axe_Murderer at 2006-10-14 00:53:44 Voted 10.00 on 10/14/06
Fine...yup...works!
Posted by Axe_Murderer at 2006-10-14 00:45:33 Voted 10.00 on 10/14/06
Fine...yup...works!
Posted by nux2000 at 2006-10-11 15:44:38 Voted 10.00 on 10/11/06
I love the idea and script, since I am working on a building that can heal itself if a player does damage to any part of it.
They should? and whys that? :) _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by lylver at 2006-05-16 05:01:34 Voted 9.00 on 05/16/06
Thanks to Craig Welburn but Bioboards are a mess...
DM Mask : Does anyone ever actually pick up bar's of steel & such? => yes if you use it as part of HotU craft extension.
I don't give 10.00 because PW World should not use DelayCommand but a central event scheduler
[code]
// library for time functions
// ly_lib_time.nss (partial)
int ly_day()
{
int iCTY = GetCalendarYear() ;
int iCTM = GetCalendarMonth() ;
int iCTD = GetCalendarDay() ;
int iCDay = iCTY*12*28 + iCTM*28 + iCTD ;
return iCDay ;
}
int ly_time()
{
int iTH = GetTimeHour();
int iTM = GetTimeMinute();
int iTS = GetTimeSecond();
int iCTime = FloatToInt(HoursToSeconds(iTH)) + iTM*60 + iTS ;
return iCTime ;
}[/code]
[code]
// OnDeath of the door
//:: ////
//:: Added Lylver 2006-06-12
//:: Respawn des Portes, condition de delai
//:: ////
#include "ly_lib_time"
void main()
{
object oSelf = OBJECT_SELF;
SetIsDestroyable(FALSE);
ExecuteScript("x2_door_death",oSelf);
SetLocalInt(oSelf,"DEAD",TRUE);
int iCDay = ly_day() ;
int iCTime = ly_time() ;
SetLocalInt(oSelf, "DEATH_D",ly_day());
SetLocalInt(oSelf, "DEATH_S",ly_time()) ;
}[/code]
[code]
// * DOORS *
// Can be put On AreaTransition Click
#include "ly_lib_time"
void main(){
object oObj = OBJECT_SELF;
if( GetLocalInt(oObj,"DEAD") ){
int RDELAI = GetLocalInt(oObj,"RDELAI");
if( RDELAI != 0 ){
nCost++ ;
int iDeathDay = GetLocalInt(oObj, "DEATH_D");
int iDeathSecond = GetLocalInt(oObj, "DEATH_S") ;
int iDeathDelay = iCTime - iDeathSecond +
FloatToInt(HoursToSeconds((iCDay - iDeathDay) * 24));
if( iDeathDelay >= RDELAI*300 ){
int nHeal = GetMaxHitPoints(oObj) - GetCurrentHitPoints(oObj);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHeal), oObj);
AssignCommand(oObj,PlayAnimation(ANIMATION_DOOR_CLOSE));
AssignCommand(oObj,ActionCloseDoor(oObj)); // not sure
// 100% useful
DeleteLocalInt(oObj,"DEAD");
}
}
}
}
[/code]
Posted by rathsrants at 2006-05-13 15:09:27 Voted 10.00 on 05/06/06
That also seemed to fix the problem I was having with the auto_close script I was using on my doors, thanks. _________________________ The Dirty Dwarf
Posted by DM Mask at 2006-05-10 18:39:17 Voted 10.00 on 05/10/06
Too (Loveable)simple to break anything most PW's will have in play. Thank god for the ability to globablly turn off Creating "crafting items". Does anyone ever actually pick up bar's of steel & such? _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.
If you need to, Contact Me
Its more effective than leaving a post on a vault entry you will probably never return to look at a second time
Posted by DM Mask at 2006-05-10 18:38:59 Voted 10.00 on 05/10/06
Too (Loveable)simple to break anything most PW's will have in play.
PS: Thank god for the ability to globablly turn off Creating "crafting items". Does anyone ever actually pick up bar's of steel & such? _________________________ Itinerant Admin: RPGModding.com - Where Modders Muster.
I fairly sure the bug is fixed in this update. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by rathsrants at 2006-05-06 21:25:32 Voted 10.00 on 05/06/06
I noted the same problem upon testing. Also my autoclose script will not fire once the door is respawned. _________________________ The Dirty Dwarf
Posted by Lord_Fear at 2006-05-06 18:44:40 Voted 10.00 on 05/08/06
Yes I used your demo and there are two doors. I destroyed the one and it came back and I could not attack it. The second I destroyed 3 times before that one stopped being bashable. I am using a high level character thats doing a lot of dmg to the door and has more than one attack. I am not sure that has anything to do with it but I will grab anonother player to test it with me and see if they can bash the door after I can't.
With my script? I just tested it and after destroying both doors in this demo module 10 times they were still respawning bashable. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by Lord_Fear at 2006-05-06 14:25:24 Voted 10.00 on 05/08/06
As I posted in the forums there is a problem with this script. The doors will respawn but after they have been destroyed (a random number of times) you can not bash them anymore. When you use the bash icon on them your character makes a quick move to go to the door then stops. Nothing else happens.