remove weaponry
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AdeBont
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#1 30.09.2014 16:49 Beiträge: 666 |
remove weaponry
I've been scripting along for my third map quite a bit
In the process I must have hacked the update functions that removed weaponry from killed soldiers. Anyone knows which function takes care of that? (so I can add the original function to the hacked function...)
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AdB
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Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
mcb
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#2 30.09.2014 17:01 Beiträge: 1472 |
I don't think there is a Lua-function for that... But those weapons are Entities, so an Events.LOGIC_EVENT_ENTITY_DESTROYED-Trigger should detect them. The entitytypes are:
Entities.XD_DroppedAxeShield Entities.XD_DroppedBow Entities.XD_DroppedPoleArm Entities.XD_DroppedShield Entities.XD_DroppedSword Entities.XD_DroppedSwordShield Entities.XD_Evil_LeaderBearman1_Drop Entities.XD_Evil_LeaderSkirmisher1_Drop
AdeBont
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#3 30.09.2014 19:27 Beiträge: 666 |
Zitat von mcb:
I don't think there is a Lua-function for that... But those weapons are Entities, so an Events.LOGIC_EVENT_ENTITY_DESTROYED-Trigger should detect them. The entitytypes are:
Entities.XD_DroppedAxeShield Entities.XD_DroppedBow Entities.XD_DroppedPoleArm Entities.XD_DroppedShield Entities.XD_DroppedSword Entities.XD_DroppedSwordShield Entities.XD_Evil_LeaderBearman1_Drop Entities.XD_Evil_LeaderSkirmisher1_Drop
I only have a trigger on Events.LOGIC_EVENT_ENTITY_HURT_ENTITY in my script
____________________
AdB
---------------------------------
Now faith is the substance of things hoped for,
the evidence of things not seen.
Heb 11:1
mcb
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#4 30.09.2014 19:32 Beiträge: 1472 |
Maybe i missunderstood you... What do you want to do with the weapons? Prevent them from being removed?
Zedeg
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#5 30.09.2014 20:24 Beiträge: 428 |
Hello AdeBont!
That's very easy. You cannot set an entity with these drop-models (I don't know why), but you can create new weaponries when the others are removed. The following code works in my map perfectly:
function FirstMapAction() Weaponries = { ["XD_DroppedAxeShield"] = true, ["XD_DroppedBow"] = true, ["XD_DroppedPoleArm"] = true, ["XD_DroppedShield"] = true, ["XD_DroppedSword"] = true, ["XD_DroppedSwordShield"] = true, ["XD_Evil_LeaderBearman1_Drop"] = true, ["XD_Evil_LeaderSkirmisher1_Drop"] = true, ["XD_SoldierRifle1_Rifle"] = true, ["XD_SoldierRifle2_Rifle"] = true, } Trigger.RequestTrigger(Events.LOGIC_EVENT_ENTITY_DESTROYED, "", "WeaponryHack", 1) end function WeaponryHack() local entity = Event.GetEntityID() local entityType = Logic.GetEntityTypeName(Logic.GetEntityType(entity)) if Weaponries[entityType] then local position = GetPosition(entity) local orientation = Logic.GetEntityOrientation(entity) Message"Weaponry dropped" Logic.CreateEntity(Entities[entityType], position.X, position.Y, orientation, 0) end end
Hope, this helps you.
Zedeg
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