void suicide()
{ // Suicide!!
void self = getlocalvar("self");
killentity(self); //Suicide!
}
anim idle
loop 0
delay 1
offset 1 1
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "meat" -20 -20 0
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "apple" 20 20 0
@cmd suicide
frame data/chars/misc/GOLD00.GIF
void spawn01(void vName, float fX, float fY, float fZ)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey
//07/06/2007
//
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fY: Y location adjustment.
//fZ: Z location adjustment.
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int iDirection = getentityproperty(self, "direction");
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
if (iDirection == 0){ //Is entity facing left?
fX = -fX; //Reverse X direction to match facing.
}
fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
return vSpawn; //Return spawn.
}
How can I detect that an obstacle is just broke to spawn a second item close to it?
any suggestions?
anim fall
loop 1
delay 1000
offset 50 32
@cmd spawn01 "money" 370 20 165
frame data/chars/misc/trashed.gif
name Bunster
type item
nolife 1
animationscript data/scripts/item.c
load Bun
load Bread
load Chocolate
load PizzaSlice
load Sandwich
anim idle
delay 1
offset 1 1
frame data/chars/misc/empty.gif
@cmd Ispawn "Bun" 0 1 0
frame data/chars/misc/empty.gif
@cmd Ispawn "Chocolate" 1 1 0.5
frame data/chars/misc/empty.gif
@cmd Ispawn "Bread" -1 1 0.5
frame data/chars/misc/empty.gif
@cmd Ispawn "Sandwich" 1 1 -0.5
frame data/chars/misc/empty.gif
@cmd Ispawn "PizzaSlice" -1 1 -0.5
@cmd suicide
frame data/chars/misc/empty.gif
:O, great, nowt it worked well :'(,You have an error calling the script, you skipped the @.
In your line you skipped the @:
cmd spawn01 "money" 370 20 165
It should set like this:
Code:anim fall loop 1 delay 1000 offset 50 32 @cmd spawn01 "money" 370 20 165 frame data/chars/misc/trashed.gif
ah, Oh, it seems a better option.Ummm... @dcelso, that's not what I meant. What I meant is something like this:
Code:name Bunster type item nolife 1 animationscript data/scripts/item.c load Bun load Bread load Chocolate load PizzaSlice load Sandwich anim idle delay 1 offset 1 1 frame data/chars/misc/empty.gif @cmd Ispawn "Bun" 0 1 0 frame data/chars/misc/empty.gif @cmd Ispawn "Chocolate" 1 1 0.5 frame data/chars/misc/empty.gif @cmd Ispawn "Bread" -1 1 0.5 frame data/chars/misc/empty.gif @cmd Ispawn "Sandwich" 1 1 -0.5 frame data/chars/misc/empty.gif @cmd Ispawn "PizzaSlice" -1 1 -0.5 @cmd suicide frame data/chars/misc/empty.gif
This entity spawns 5 other items (foods to be exact) after it is spawned. After spawning those, it removes itself.
Ummm... @dcelso, that's not what I meant. What I meant is something like this:
Code:name Bunster type item nolife 1 animationscript data/scripts/item.c load Bun load Bread load Chocolate load PizzaSlice load Sandwich anim idle delay 1 offset 1 1 frame data/chars/misc/empty.gif @cmd Ispawn "Bun" 0 1 0 frame data/chars/misc/empty.gif @cmd Ispawn "Chocolate" 1 1 0.5 frame data/chars/misc/empty.gif @cmd Ispawn "Bread" -1 1 0.5 frame data/chars/misc/empty.gif @cmd Ispawn "Sandwich" 1 1 -0.5 frame data/chars/misc/empty.gif @cmd Ispawn "PizzaSlice" -1 1 -0.5 @cmd suicide frame data/chars/misc/empty.gif
This entity spawns 5 other items (foods to be exact) after it is spawned. After spawning those, it removes itself.
name 2items
type item
nolife 1
animationscript data/scripts/spawn01.c
anim idle
loop 0
delay 1
offset 1 1
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "meat" -20 -20 0
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "apple" 20 20 0
frame data/chars/misc/GOLD00.GIF
void suicide()
{ // Suicide!!
void self = getlocalvar("self");
killentity(self); //Suicide!
}
anim idle
loop 0
delay 1
offset 1 1
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "meat" -20 -20 0
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "apple" 20 20 0
@cmd suicide
frame data/chars/misc/GOLD00.GIF
name 2items
type item
nolife 1
animationscript data/scripts/prscript.c
load meat
load apple
anim idle
delay 1
offset 1 1
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "meat" -20 -20 0
frame data/chars/misc/GOLD00.GIF
@cmd spawn01 "apple" 20 20 0
@cmd suicide
frame data/chars/misc/GOLD00.GIF