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Re: Skills in WED via script
[Re: 3run]
#386305
11/01/11 11:56
11/01/11 11:56
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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You cant. End of story. WED is hardcoded to use the first 20 skills of an entity and no others. (this was true last time I used WED .... last year sometime...) Hope this helps.... (and is correct  )
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Skills in WED via script
[Re: EvilSOB]
#386307
11/01/11 13:42
11/01/11 13:42
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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You can!  At least this way: //skill1: health 100 //skill2: mana 50 action my_action() { my.skill67 = my.skill1; my.skill73 = my.skill2; for(i = 0; i < 6; i++) my.skill[i] = 0; //reset skill1 to skill6 ... }
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Skills in WED via script
[Re: MrGuest]
#386315
11/01/11 15:16
11/01/11 15:16
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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I think Superku's way should work, assuming 3run ONLY has movement vectors down in the first 6 skills.
Cause (to my mind) the movement vectors are really only useful on a frame-to-frame basis, and would normally start at zero anyway.
So if they are not being used as valid vectors until the entity action LOOP has started, then 'smuggling' the other skills in through them is a great idea...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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