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Author Topic: [Scripts] Requests for new Script Commands & Options  (Read 38329 times)

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Tom

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Re: Requests for new Script Commands & Options
« Reply #10 on: April 17, 2014, 03:30:30 PM »
Instance Script command. [instance][number] [Player/Map]
A command to be stated at the start of a script. Instance command can only be activated once. Attempting to activate it again will result in nothing happening.

[Instance] - Name of script command
[Number] - The number relating to the Instance. Example - Instance 1
[Player] - The script can only activated once per player. If the player tried to activate nothing will happen.
[Map] - The script can only be activated once per map. If the script is triggered for one player it is triggered for all. If any player tries to activate the script again it will not activate again.


Multiple instance. [Multiple] [Number] [Player/Map]
Works More or less the same as instance script. But allows for different instances to occur.
For Example Player 1 pressing the button may allow for an instance 1 where an diamond sword Is given, Player 2 may press the button activating instance 2 opening a door to an advantage point.

[Multiple] -Name of Script command
[Number]- which instance the script command can use.
[Player/Map] - See previous description listed in instance script command.

I'm odd balling here so, some feedback would be appreciated. :D


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muD

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Re: Requests for new Script Commands & Options
« Reply #11 on: April 17, 2014, 07:43:39 PM »
Instance Script command. [instance][number] [Player/Map]

I'm odd balling here so, some feedback would be appreciated. :D

Thanks. updated & added some
uhm this one here tho i dont think is necessary because scripts cannot target or acknowledge particular players & the rest can be done already using scripts to replace blocks/scripts.
« Last Edit: April 17, 2014, 08:24:13 PM by muD »

Gary

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Re: Requests for new Script Commands & Options
« Reply #12 on: April 17, 2014, 08:53:42 PM »
Script zones. It would allow for scripts to activate based on what a player does rather than where they step. Basically. My idea was a bit more complicated than that but still.

Link to the thread below:

http://totalminerforums.net/index.php?topic=5859.0


               

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MechaWho

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Re: Requests for new Script Commands & Options
« Reply #13 on: April 21, 2014, 08:20:20 PM »
I'd like to see a CancelScript [script] command which checks if the specified script is currently active and, if it is, cancels it.

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Re: Requests for new Script Commands & Options
« Reply #14 on: April 22, 2014, 03:36:17 AM »
An option to set a waypoint wherever you like.

SetWaypoint [xxx,yyy,zzz] [Name] - [Toggle|on|off]

Sets a wait point on people's screen, with a name above it (in small text)
And the ability to turn it off or on so it disappears, or appears.
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Tom

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Re: Requests for new Script Commands & Options
« Reply #15 on: April 22, 2014, 05:43:10 AM »
Thanks. updated & added some
uhm this one here tho i dont think is necessary because scripts cannot target or acknowledge particular players & the rest can be done already using scripts to replace blocks/scripts.

It's not for particular players it works for all player but limits the amount of times each player can trigger it. Similar to instance chests, you open the chest with one cake and take a cake. Another player can open the same chest and also take one cake. The player can activate the script once and the next player could activate it once. Neither could activate it again.

When I said [player] I didn't mean players name, I meant [player] in general similar how you can choose between [local] or [global] for notify. My bad I should have made that clear.

Also what about the bit I previously mentioned for notify for the addition of capital letters and symbols such as full stops, question marks, etc .

An example of Multi instances I make a hint button for a challenge room I want notify to display 3 different hints at random. Each press of the button would be a different instance and result in a different hint. I press the button on a script block with Multi instance command, It randomly selects instance two which triggers the scripts to notify with the message of hint 2 "there may be an alternative route".
« Last Edit: April 22, 2014, 06:12:20 AM by Tom »


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Re: Requests for new Script Commands & Options
« Reply #16 on: April 22, 2014, 10:58:11 PM »
a detect player script would be useful and a teleport that would only work in creative for challenge maps make an endless maze


and for those who took on the labernyth if these scripts are implemented that maze would of been a walk in the park *evil laugh*
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Re: Requests for new Script Commands & Options
« Reply #17 on: April 23, 2014, 05:35:43 AM »
a detect player script would be useful and a teleport that would only work in creative for challenge maps make an endless maze


and for those who took on the labernyth if these scripts are implemented that maze would of been a walk in the park *evil laugh*

Please Make detect player scripts and/or zones! and if you do teleport scripts, add a player facing option if you can :)

muD

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Re: Requests for new Script Commands & Options
« Reply #18 on: April 23, 2014, 07:43:55 AM »
I'd like to see a CancelScript [script] command which checks if the specified script is currently active and, if it is, cancels it.
Aye, simple & useful.
-Especially as *Stop Waiting scripts from using up a background thread is on the to do list for the next patch

muD

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Re: Requests for new Script Commands & Options
« Reply #19 on: April 23, 2014, 07:48:36 AM »
An option to set a waypoint wherever you like.

SetWaypoint [xxx,yyy,zzz] [Name] - [Toggle|on|off]

Sets a wait point on people's screen, with a name above it (in small text)
And the ability to turn it off or on so it disappears, or appears.
Sounds good but coz scripts cant target specific players it seems that all players in a world would be given the same waypoint. Of course that has its uses but i'd imagine in most cases the waypoints would not be intended for everyone.
How do you propose giving individual players different waypoints?