Terrain Srcipts.
Author | Topic: Terrain Srcipts. |
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Shaper
Member # 3442
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written Saturday, March 18 2006 07:54
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Is there any way to get rid of them in-game? I looked through the appendices for a call to do this, but no cigar. What I want is for a terrain script to be usable up until a flag is switched to 1. After that point, the terrain script should go, or at least be invisible. I've made a kinda remedy by altering specobj.txt so that if a given flag is over one it isn't searchable, or if it is, it displays no message or whatever, but the text description still says that it's there. So, any ideas? -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |
Infiltrator
Member # 5576
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written Saturday, March 18 2006 08:10
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No, you can't dynamically remove scripts. Instead, modify the script so that it checks the flag in question. and does stuff only if is not 1: This code will check a flag that is determined by the value of two memory cells, and if the flag is 1, stop the script from doing anything else. -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Shaper
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written Saturday, March 18 2006 09:07
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quote:I already did this. My initial post wasn't very good, but I altered specobj.txt to do this very thing. The problem is, the terrain script is still searchable - pressing "l" in-game highlights it as something of interest. I guess I just wanted to get rid of this. [ Saturday, March 18, 2006 09:08: Message edited by: Nikki xx ] -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |
Off With Their Heads
Member # 4045
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written Saturday, March 18 2006 10:24
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The "searchable" feature isn't terribly editable. I wouldn't worry about it if I were you. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
? Man, ? Amazing
Member # 5755
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written Saturday, March 18 2006 15:36
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Couldn't you just swap the terrain with an identical looking terrain that isn't searchable?? Edit - And would have a different default script?? (Stupid Tab key...) [ Saturday, March 18, 2006 15:37: Message edited by: Jumpin' Salmon ] -------------------- WWtNSD? Posts: 4114 | Registered: Monday, April 25 2005 07:00 |
Agent
Member # 2820
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written Saturday, March 18 2006 21:35
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It should work because I think that this is the principle behind a simple door script, but I could be wrong. -------------------- Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are. ==== Alorael: War and violence would end if we all had each other's babies! ==== Drakefyre: Those are hideous mangos. Posts: 1415 | Registered: Thursday, March 27 2003 08:00 |
Off With Their Heads
Member # 4045
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written Saturday, March 18 2006 21:53
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The set_terrain call doesn't change the terrain script already on a space, so I don't think that will work. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
? Man, ? Amazing
Member # 5755
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written Saturday, March 18 2006 23:13
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flip_terrain does work. In testing, it switched from doorlever.txt to specobj.txt when the graphic changed. Of course I'm assuming this is for within a town script, as it should be. -------------------- WWtNSD? Posts: 4114 | Registered: Monday, April 25 2005 07:00 |
Shaper
Member # 3442
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written Sunday, March 19 2006 05:41
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Interesting premise Salmon. So I edit the floor, and make te_switch_to (or whatever is is) to a blank florr with no terrain script? I'll see if it's worth the effort. But thanks for that anyway - it might come in useful later. -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |