[project1dev] Re: Project1 - SVN Update 220

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 08:52:17 -0700

I want to be able to talk to the fortune teller once and it will talk to you
about your stats, rep, perks, etc, and finish talking. Then if you talk to
her a second time, it says something and then disappears. So there are 2
different commands for the one model. Is this possible?

On Wed, Jun 10, 2009 at 10:29 PM, Apache User
<dhapache@xxxxxxxxxxxxxxxxxxx>wrote:

> User:atrix256
>
> Message: Added a new script function
>
> Model_SetUseFunction - this makes a model "useable" by the player and
> allows you to give optional text to pop up on the screen when the player
> gets close enough.
>
> Added UseMessageRange and UseObjectRange to config.lua so whoever wants to
> can play with the range that the messages pop up at and find the appropriate
> value.
>
> Currently, you can only use objects that pop up messages, you can't use
> objects that don't pop up messages yet (need to code the raycast stuff in)
>
> There's an example in lavamap, if you step on the teleporter you can press
> E to teleport back to the index map (blah, usin E for now...)
>
> Also put some RTTI stuff into the UI system (nothing visible from this, but
> it'll help in the future)
>
> <Files Changed>
> U   ARRelease.exe
> U   AR_AnimModels.cpp
> U   AR_AnimModels.h
> U   AR_LuaFuncs.cpp
> U   AR_PlayerData.cpp
> U   AR_PlayerData.h
> U   AR_UI.h
> A   Docs/Script Help/Model_SetUseFunction.html
> U   Docs/Script Help/toc.html
> U   READMETODO.txt
> U   Scripts/Maps/lavamap.lua
> U   Scripts/config.lua
> U   UI.h
> U   UI_Game.cpp
>
>
>

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