Creating pawns
Creating pawns
That would be really good, and possibly not too hard.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
True story.
- QuestOfDreams
- Site Admin
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Re: Creating pawns
Sorry, I have no idea what you are talking about. What is it that you're asking for?
Re: Creating pawns
In RF, you can't create pawns. If there was a command to create pawns at a script point, that would be really good. Sorry about my other post, I thought I canceled it.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
True story.
Re: Creating pawns
lol not very specific, pawns the chess piece or pawn the language/source program?
Re: Creating pawns
In RF, pawns are the scriptable characters, normally represented by an animated model known as an actor. Currently you can't use a command like createPawn(0,0,500,20,perfectAI)
The bommand would be
CreatePawn(xaxis,yaxis,zaxis,hps,script)
Maybe without the HP variable.
The bommand would be
CreatePawn(xaxis,yaxis,zaxis,hps,script)
Maybe without the HP variable.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
True story.
Re: Creating pawns
Better let it have an entityname instead of a hp variable This way we could use
ENTITYNAME="Whatever";
CreatePawn(X,Y,Z,ENTITYNAME,SCRIPT);
AddAttribute("health",ENTITYNAME);
...
or even
(@ENTITYNAME).HP=500;
(@ENTITYNAME).MAXHP=500;
(@ENTITYNAME).MP=200;
(@ENTITYNAME).MAXMP=200;
(The second accesses the fields of the pawn rather than its attributes e.g. HP [200] at the beginning of a script)
Must be going now.
ENTITYNAME="Whatever";
CreatePawn(X,Y,Z,ENTITYNAME,SCRIPT);
AddAttribute("health",ENTITYNAME);
...
or even
(@ENTITYNAME).HP=500;
(@ENTITYNAME).MAXHP=500;
(@ENTITYNAME).MP=200;
(@ENTITYNAME).MAXMP=200;
(The second accesses the fields of the pawn rather than its attributes e.g. HP [200] at the beginning of a script)
Must be going now.
Everyone can see the difficult, but only the wise can see the simple.
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- metal_head
- Posts: 1244
- Joined: Sat Jan 05, 2008 8:31 pm
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Re: Creating pawns
It would be cool if a CreatePawn.ini comes with the command CreatePawn, that way you'll be able to describe the pawn in the CreatePawn (not like pawn description, but like entity description - which script to assign to it etc.) so we put the name of the description in the CreatePawn command