04-27-2016, 12:36 PM
The idea is to implement a logic entity that could be put in scene txt and run programs, but wont be accesible ingame.
edit:
Solved by Emxx52, it already exists. To anyone interested try
CreateObject pos=10;10 dir=1 type=MissionController script1="%lvl%/TEST1.TXT" run=1 selectable=0
Old stuff below.
edit:
Solved by Emxx52, it already exists. To anyone interested try
CreateObject pos=10;10 dir=1 type=MissionController script1="%lvl%/TEST1.TXT" run=1 selectable=0
Old stuff below.
Spoiler :
CreateObject pos=314.25;250 dir=1 type=EventEntity script1="%lvl%/DoStuff1.TXT" run=1 selectable=0
This could handle different mission events. Regular objects in game can't run programs. (If that was the case I'd run a global program on any cactus)
Lazy solution - enable greenery or other static items to run programs on them, via scene.txt file.
Regular solution:
This could be possibly achieved easily by duplicating AlienAnt definition, changing name and deleting 90% of references to model, animations, collision sphere etc which should not take that much time but gives a neat tool for level design.
I had to use stationary aliens for this in my missions, and pretend that they're standing still for artistic reasons.
This could handle different mission events. Regular objects in game can't run programs. (If that was the case I'd run a global program on any cactus)
Lazy solution - enable greenery or other static items to run programs on them, via scene.txt file.
Regular solution:
This could be possibly achieved easily by duplicating AlienAnt definition, changing name and deleting 90% of references to model, animations, collision sphere etc which should not take that much time but gives a neat tool for level design.
I had to use stationary aliens for this in my missions, and pretend that they're standing still for artistic reasons.