Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
4 registered members (AndrewAMD, fogman, Grant, juanex), 972 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Skills in WED via script #386301
11/01/11 11:18
11/01/11 11:18
Joined: May 2009
Posts: 5,365
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,365
Caucasus
Just a quick noob question from me. I want to use skills in WED to define some stuff for elevator, door etc. I know how to do that by placing commented lines something like this: "// skill1 height 0 " but the problem is, that I already use skill1 (1 - 6) to define movement vectors. So my question is, how to use for example skill67 so it appear in WED as a first skills? Thank you.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Skills in WED via script [Re: 3run] #386305
11/01/11 11:56
11/01/11 11:56
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
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 laugh )


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Skills in WED via script [Re: EvilSOB] #386307
11/01/11 13:42
11/01/11 13:42
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
You can! wink
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
Re: Skills in WED via script [Re: Superku] #386312
11/01/11 14:35
11/01/11 14:35
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
Serious User
MrGuest  Offline
Serious User
M

Joined: Jul 2008
Posts: 1,178
England
lol, though it kind of prevents you from setting any movement variables that are required.

if you were going to do it that way you'd need to use global variables and use the behaviour panel, then use the method you've shown

Re: Skills in WED via script [Re: MrGuest] #386315
11/01/11 15:16
11/01/11 15:16
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
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

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1