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Posted

I didnt see any reference to submis in 4.03 but , know what ? , Im not sure if I searched for subLevel , anyway , how to activate sublevel . Im sure there'll be an example like in racing module . but i thought that perhaps you'd like the opportunity to grant the community a heads up on this exciting new feature , and I , for 1 , do certainly thank you and you , well , ... quite simply deserve more praise . + I felt the work reported in (the) blog concerning the item collection obj was really kewl  more on that 1 soon there dood . ty 👍🌞

Posted

To be clear that's a 4.1 thing. that being said:

it's largely automatic unless you plug in conditionals

by default it's just a case of the server periodically checking if *any* player controlled object is within the box or if it's marked as global. if so, it loads the .mis style contents it's end, then the usual networking takes place.

Posted

So sweet Mighty Azaezle , and too kind od you to share with the lowliousness which is I . If I may , I am wondering , should the probe trigger a spawn of , . say ... physicShape or something , will it be that the spawned object/s will remain in the scene and not be rendered on the client onExitProbe , or whatever ? and what if a rigid/physics shape is pushed ouside of the box probe . and thanx too much ⚡Azaezel ⚡.🌞👍

Posted

yes, if you have a spawner proxy-spawn something that will stick around. if you want it to delete the proxy-spawned object object as well, an example would be something along the lines of

function MissionMarkerData::onRemove(%this, %obj)
{
    if (isObject(%obj.spawned))
        %obj.spawned.delete();
}

+

new SpawnSphere(OpeningFursMateSpawner) {
     spawnClass = "AIPlayer";
        spawnDatablock = "fursMateData";
         spawnScript = "%this.spawned = $SpawnObject;";
       spawnTransform = "1";
       radius = "0";
    sphereWeight = "1";
    dataBlock = "SpawnSphereMarker";
    position = "-168.596 -213.733 -1.23486";
     rotation = "0 0 1 30";

};

 

Posted

oh. should note as a follow-up for logic purposes, there are SubScene::onLoaded(%this) and SubScene::onLoaded(%this) callbacks for a given subscene if there's additional logic you'd want to do there

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