oldyz
Well-known member
well, here is a script but i can't get it to work...
you are supposed to enter the name of the alias, & the a range limit so it does not go binding using the whole screen... (that is the only stop-gap measure i can think of.
the best would be to just bind the spawner to the spawned & make sure its permanent even if another copy of the spawner is present, i just cant finda way to prevent that
Code:
void bindobjectv3(char target_name,int RxMin, int RxMax, int Rz, float dx, float dy, float dz, int Dir, int Flag)
{// bind any entity on the screen by the given name, plus closest distance
//Douglas Baldan - 11.27.2016 - Really thanks for the fix, White Dragon
// Thanks Lagarto
void self = getlocalvar("self");
void target = findtarget(self); //Get nearest player
float x = getentityproperty(self, "x");
float z = getentityproperty(self, "z");
int dir = getentityproperty(self, "direction");
int i;
for (i = 0; i < openborvariant("count_entities"); ++i)
{
void ent = getentity(i);
if ( getentityproperty(ent, "exists") )
{
if ( getentityproperty(ent,"name") == target_name)
if(target!=ent()){
float Tx = getentityproperty(target, "x");
float Tz = getentityproperty(target, "z");
float Disx = Tx - x;
float Disz = Tz - z;
{
changeentityproperty(ent, "name", "Ron");
if(Disz < 0){
Disz = -Disz;
}
if( Disx >= RxMin && Disx <= RxMax && Disz <= Rz && dir == 1) // Target within range on right facing?
{
bindentity(ent, self, dx, dz, dy, Dir, Flag);
continue;
} else if( Disx >= -RxMax && Disx <= -RxMin && Disz <= Rz && dir == 0) // Target within range on left facing?
{
bindentity(ent, self, dx, dz, dy, Dir, Flag);
continue;
}
} else continue;
}
return;
}
//checkrange(entity, target, int animid)///
you are supposed to enter the name of the alias, & the a range limit so it does not go binding using the whole screen... (that is the only stop-gap measure i can think of.
the best would be to just bind the spawner to the spawned & make sure its permanent even if another copy of the spawner is present, i just cant finda way to prevent that