Difference between revisions of "Removing "Placeatme Objects""
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imported>JOG (No tutorial, and I doubt everything works.) |
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With all these examples you are well advised to experiment to se what works for you. It's possible that longer scripts may need some extra work, especially if you are using stackable items. | With all these examples you are well advised to experiment to se what works for you. It's possible that longer scripts may need some extra work, especially if you are using stackable items. | ||
[[category: Useful_Code]] | [[category: Useful_Code]] |
Revision as of 20:13, 23 August 2006
REMOVABLE PlaceAtMe OBJECTS by guidobot101
This is to over come the issues removing items placed in the game in 3D.
The Disable method removes these objects while the player is not in the same Cell but they are saved (and reloaded) when the player moves back, even though you wouldn't know.
In this first example it is assumed that you placer object is just that, i.e. just there to be used as a marker for targetting or such.
Example #1
CODE
; creation set placerRef to player.PlaceAtMe MyPlacer 1 50 0 ; ... ; destruction placerRef.Activate player placerRef.RemoveMe
If you do Activate followed directly by RemoveMe it will work but any attached script will not be transferred. As stated on the CS Wiki you should ensure a frame click happens. In fact this is not appear to be actually necessary - you can achieve the same effect by having another script do the RemoveMe for you - it's just that the current script has to return.
In the following examples the same effect will work for scripted objects.
For example 2 the effect is split between the creator and target object.
CODE
scn MyPlacerScript Begin GameMode if GetContainer RemoveMe endif End
To use/destroy the object:
CODE
; creation set placerRef to player.PlaceAtMe MyPlacer 1 50 0 ; ... ; destruction placerRef.Activate player
You can also get more imaginative but you may have some extra timing issues.
Example 3 requires a bit more work on the placer object:
CODE
short stage Begin GameMode if GetDisabled if stage == 0 Activate player set stage to 1 else RemoveMe endif endif End
Something like this may be useful for those that already have lots of PlaceAtMe objects. Since to use/destroy these objects:
CODE
; creation set placerRef to player.PlaceAtMe 1 50 0 ; ... ; destruction placerRef.Disable
With all these examples you are well advised to experiment to se what works for you. It's possible that longer scripts may need some extra work, especially if you are using stackable items.