Difference between revisions of "Removing "Placeatme Objects""
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Removing "Placeatme Objects" (edit)
Revision as of 17:55, 11 September 2006
, 17:55, 11 September 2006no edit summary
imported>Elder m |
imported>Elder m |
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Example #1 | Example #1: effect in external script (not on PlaceAtMe object) | ||
; creation | ; creation | ||
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; destruction | ; destruction | ||
placerRef.Activate player | placerRef.Activate player | ||
placerRef.RemoveMe | placerRef.RemoveMe ; safe only for un-scripted items | ||
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. | 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. | ||
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In the following examples the same effect will work for scripted objects. | In the following examples the same effect will work for scripted objects. | ||
Example #2: effect split between the creator and target object. | |||
scn MyPlacerScript | scn MyPlacerScript | ||
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You can also get more imaginative but you may have some extra timing issues. | You can also get more imaginative but you may have some extra timing issues. | ||
Example 3 | |||
Example #3: effect on a scripted item (triggered by Disable) | |||
short stage | short stage |