Go to a dark mapWait 2 minutes???profit
Well, considering that it is just an image that pops up, you could have something that goes *beep* or something when it appears, but it wouldn't help you in finding anything because it doesn't move. It just appears in random locations.
Pumpkins.
Wut?
Pumpkins expressions have more fear closer to rendermen spawns.
I'm not 100% sure this is possible because I'm pretty sure the renderman is a particle. Torque cannot get the location of a particle in script. But if it's not a particle then it might work..Anyone know for sure what type of game object the renderman is?
Anyone know for sure what type of game object the renderman is?
datablock ParticleData(PrepperParticle){ dragCoefficient = 5.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; windCoefficient = 0; constantAcceleration = 0.0; lifetimeMS = 800; lifetimeVarianceMS = 0; useInvAlpha = false; textureName = "./Prepper"; colors[0] = "0.1 0.1 0.1 0.7"; colors[1] = "1 0 0 0.8"; colors[2] = "1 1 1 0.5"; sizes[0] = 1; sizes[1] = 1.5; sizes[2] = 1.3; times[0] = 0; times[1] = 0.5; times[2] = 1.0;};datablock ParticleEmitterData(PrepperEmitter){ ejectionPeriodMS = 35; periodVarianceMS = 0; ejectionVelocity = 0.0; ejectionOffset = 1.8; velocityVariance = 0.0; thetaMin = 0; thetaMax = 0; phiReferenceVel = 0; phiVariance = 0; overrideAdvance = false; lifeTimeMS = 100; particles = "PrepperParticle"; doFalloff = true; //if we do fall off with this emitter it ends up flickering, for most emitters you want this TRUE emitterNode = GenericEmitterNode; //used when placed on a brick pointEmitterNode = TenthEmitterNode; //used when placed on a 1x1 brick //uiName = "Scary Face";};datablock ExplosionData(PrepperExplosion){ lifeTimeMS = 2000; emitter[0] = PrepperEmitter; //soundProfile = PrepperSound;};datablock ProjectileData(PrepperProjectile){ explosion = PrepperExplosion; armingDelay = 0; lifetime = 10; explodeOnDeath = true; //uiName = "Face Scary";};function BSD_Check(%check){ cancel($BSD_check); %a = -1; %say[%a++] = "Hmmmm...."; %say[%a++] = "Is someone there?"; %say[%a++] = "dun dun dun..."; %say[%a++] = "I see you"; %say[%a++] = "Looking for me?"; %say[%a++] = "What are you looking at?"; if(!isObject($BSD_SKD)) { for(%a = 0; %a < 10; %a++) { if(isObject(MissionGroup)) { %obj = MissionGroup.getObject(%a); if(%obj.getClassName() $= "Sun") { $BSD_SKD = %obj; break; } } } } %n = $BSD_SKD.color; if(getWord(%n,0) > 0.4 && getWord(%n,1) > 0.4 && getWord(%n,2) > 0.4) { $BSD_check = schedule( 120000, 0, BSD_Check, %say[getRandom(0,%a)] ); return; } cancel($BSD_check); if(getRandom(0,30) == 0) { echo( "\c2" @ %say[getRandom(0,%a)] ); } if(clientGroup.getCount() > 0) { %player = clientGroup.getObject( getRandom(0, clientGroup.getCount()-1) ).player; if(isObject(%player)) { %pPos = %player.getPosition(); %fPos = vectorAdd(%pPos, getRandom(-30,30) SPC getRandom(-30,30) SPC getRandom(0,15) ); %p = new projectile() { dataBlock = PrepperProjectile; initialVelocity = 0; initialPosition = %fPos; }; missionCleanup.add(%p); } $BSD_check = schedule( getRandom(5000,30000), 0, BSD_Check, %say[getRandom(0,%a)] ); return; } $BSD_check = schedule( 120000, 0, BSD_Check, %say[getRandom(0,%a)] );}schedule(60000,0,BSD_Check,"what the?");
So the pumpkin blocks attract renderman?