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Author Topic:  Mob Activated Scripts  (Read 197 times)

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Faint of Clubs

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Mob Activated Scripts
« on: October 23, 2015, 03:01:32 AM »
I have some questions about the mechanics of mob activated scripts.


Most of the time scripts are activated via a player, and have a player attached to them.
What about mob activated scripts via a proximity detector?
How do these apply to current mechanics?
Can health command be applied and mob recognized as the [player] parameter?
Would mobs who activate an explosion command be considered as not having admin perms?
Could a mob be teleported this way?
How hard would is be to add an IsMob Query?



(My biggest and most important question: (please if you answer no others just this one at least)
If a mob activated a script, which player is it attached to? the host? no one? ... If it had a notify would gamertag text return [gamertag] or could you implement '[gamertag]=mob type when a mob activates something?

(If the answers are no, could this be implemented or currently impossible?)
That guy with dem scripts.

Dark Hydrak

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Re: Mob Activated Scripts
« Reply #1 on: October 23, 2015, 03:11:42 AM »
It's really specified to itself. Ex: have a script block with pressure plate on with a Notify [[gamertag]] [global] script inside it. When it activates the script, it will notify everyone, (unknown) unknown is its so called "gamertag". This may work with other scripts as well. Ex: health scripts,history, other.