Author Topic: Taking Event add-on requests here  (Read 3534 times)

Already in the add-on. //good to know, the guy who suggested it is an idiot then.

The “Use Key“ add-on uses slot #1, FYI. //knew this, thanks for reminding me.
some add-ons for the onplayer(/bot)touch event(s) would be nice:
1. Additemto - adds the item to the team/named player(or bot) //What is this for?
2. Removeitomfrom - opposite from above // See above
3. Addstatto - adds a statistic to the team/named player(or bot) //sooo, VCE?
4. Removestatfrom - opposite from above // See above
5. killemitters - sets all emitters to NONE //Presume this would be admin only
6. killlights - sets all lights to NONE //See one above
7. radiuskill - kills players/bricks/bots in the set radius //See two above

I'll add 5, 6, and 7 to the very bottom of my list.
« Last Edit: May 20, 2012, 01:29:52 AM by Lugnut1206 »

onplayerlook

i'm not sure if anything can be done when a player looks at a block, but if so this would be great.

also, is there any way to force the player to act like a bot? that would make evented cutscenes possible by using events to control the player while using setcamera events to change camera angles.

onplayerlook

i'm not sure if anything can be done when a player looks at a block, but if so this would be great.

also, is there any way to force the player to act like a bot? that would make evented cutscenes possible by using events to control the player while using setcamera events to change camera angles.
http://forum.blockland.us/index.php?topic=192070.0
also I don't know, ask port.

you can make the player act like a bot as long as the client is not controlling the player (e.g. is controlling somethng else such as a camera)

do one of the following
  • create an AIConnction, set its control object and use setMove/setTrigger/etc
  • create a replica AIPlayer, remove the real player and use setMoveDestination/setAimLocation/etc

bump cause idk
seriously, I'm hardly working on any of these more, but it's a nice bunch of ideas.
Also, jes just released space guy's onPlayerFirstTouch


This is possible, but you can't have a save loaded due to mission cleanup.
Do you mean onSaveLoad?

onPhysicsBrickTouch >> Brick >> xxxxx
xxxxx >> Brick >> addVelocity (fakekilled only)
xxxxx >> Brick >> createClone [direction] [keepEvents]    (RTBPREFS: int Min Clone Timeout|int Max Player Cloned Bricks)
xxxxx >> Player/Vehicle >> setPath [velocity X, Y, Z][][] [duration]  (will move player with no gravity at velocity X, Y, Z for duration milliseconds)
xxxxx >> Player >> doCutscene [brick] [duration] (will make player look at [brick])
xxxxx >> Player >> transitionCutscene [brick] [duration] (will override the cutscene smoothly)
xxxxx >> Player >> endCutscene [endbrick] [check isSmooth](will end the cutscene looking at [brick])
xxxxx >> Vehicle >> immobilize [check canMove]
onPlayerKilled >> xxxxx >> xxxxx (triggered when a player dies touching the brick)
onPlayerSplat >> xxxxx >> xxxxx (triggered when a player dies of fall damage on the brick)

onPlayerKilled & onPlayerSplat - Okay
Immobilize - okay
onPhysicsBrickTouch - You mean fakekilled bricks? Not possible.
Cutscene - Okay
Create Clone - What?
AddVelocity - Not possible
Setpath - Don't think this is possible.. rather, it would look horrible

This is possible, but you can't have a save loaded due to mission cleanup.
Do you mean onSaveLoad?

No i mean when a map is changed.

Setpath - Don't think this is possible.. rather, it would look horrible

wrong

No i mean when a map is changed.

when the map is changed there are no bricks
stop being silly