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91
Questions and Answers / couple npc questions
« Last post by .ok on April 10, 2018, 10:35:10 PM »
dk if i was supposed to add this to bug reports for the 1st question and as an idea for the 2nd question,but:

is there a way, if using the statue(or stationary...not sure if its different) behavior, can you change the direction that they're looking? i tried to change the direction that it was facing,but it keeps defaulting to west

then also: is there a way to get the old npc dialogue screen via scripts?or through the block?I'm pretty sure there isn't any more being the new system is superior to the older one...but even with the new system, the older pop up dialogue screen was still cool or unique,and i know there's books, just something about the old npc text was pretty cool.if its not in TM anymore,is there a reason in why it isn't in?excluding the reason of the new system being in place,but also..i have lots of npcs on my map in the spawn...allot of them were in the spawn area with either info about the map,and then where people left map reviews,but now that the new system is in p lace, all of the npcs when i 1st loaded my map onto PC were all over the place,and the whole idea behind the reviews on the older system that was a pretty cool/important-ish part of the spawn is now irrelevant....unless there's still a way to use the older dialogue,then everything i just said is void,but again I'm sure its now gone

if it is,is there a possibility that it could be added back into tmf?even though we have the new system,it could still be an option for those who want to use it
92
Creative Features / Re: menu script question
« Last post by aUh2dwftdtCJ on April 10, 2018, 10:30:24 PM »
1 more question, ive made the script but it doesnt work. Is the [show=] in the 360 version of the game?
93
Creative Features / Re: menu script question
« Last post by aUh2dwftdtCJ on April 10, 2018, 10:02:16 PM »
Thank you so much :D
94
Creative Features / Re: menu script question
« Last post by Craig on April 10, 2018, 09:13:04 PM »
Ah ok, I see what you mean now. Currently there is no way to parameterize the options like that. You'd have to do a HasHistory/Menu pair for each combination, which as you know would quickly become out of control as more potions are added.

One solution I can think of would be something like this:

menu [[option1][script][show=var]] and the menu option is only shown if var > 0.

Then you could do something like:

var [pot1] = [history:potion1]
var [pot2] = [history:potion2]
etc.
menu [[Potion 1][Potion1Script][show=pot1]]  [[Potion 2][Potion2Script][show=pot2]] etc



95
Creative Features / Re: menu script question
« Last post by aUh2dwftdtCJ on April 10, 2018, 08:04:17 PM »
Thank you for commenting but i'm sorry, I'm not sure i understand.

Basically i want to use the menu command.

If
then
    Menu [[option1][script]] [[option2][script]

Can i make option1 be po1 if the player has history:po1 and make it
po2 if the player has history:po2 but not history:po1? And have option 2
po2 if the player has history:po1 and history:po2? I would like to know if
the "potions" could be expanded to any number. For example: making
option 1 po6 and option 2 po13.

96
Bug Reports [PC Beta] / Re: Re-textured blocks
« Last post by JAZZ 0R KILLER on April 10, 2018, 07:52:03 PM »
The blocks still disappear when stepping a few blocks back
97
Creative Features / Re: menu script question
« Last post by Craig on April 10, 2018, 07:16:53 PM »
Yes that should be reasonably easy to do. See the HasHistory command.
98
Bug Reports [PC Beta] / Re: Re-textured blocks
« Last post by Craig on April 10, 2018, 07:16:12 PM »
Omit the buffer parameter for solid blocks (or use a value of zero). Use a buffer value of 3 for transparent blocks.
99
Creative Features / menu script question
« Last post by aUh2dwftdtCJ on April 10, 2018, 06:44:43 PM »
Lets say there are 3 potions.( Po1, po2, and po3.)
Is there a way to make option of the menu script change based on the history you have?

Ex: player1 has po1 and po2. Player 2 has po 3.
can player1 see po1 and po2 as option 1 and 2 while player 2 sees
 po3 as option 1? Can there be a system where the
options change based on what potions the player has? Can there be
an efficent way to add more potions into that script?

Sorry if its confusing, im making turn based combat and i
want an option to use items from the menu.
100
Bug Reports [PC Beta] / Re: Re-textured blocks
« Last post by JAZZ 0R KILLER on April 10, 2018, 06:34:51 PM »
When I add a buffer, it doesn't load my game, and glitches out. For my solid blocks, I have a value of 8 set on the buffer, and for my transparent block, a value of 4.
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