[project1dev] Re: Project1 - SVN Update 220

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2009 08:56:14 -0700

yeah totally you can call it more than once and it'll over-write the last
stuff you put in each time you call it again

On Thu, Jun 11, 2009 at 8:54 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> So you can call Model_SetUseFunction whenever and it should update the
> command?
>
>
> On Thu, Jun 11, 2009 at 8:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> yeah, what you do is after the player finishes talking the first time,
>> just call Model_SetUseFunction again with the 2nd parameters.
>>
>> In the future a better way to do it would be to check Josh's var storage
>> system and see if the player has talked to her yet or not and start down the
>> appropriate conversation path
>>
>> that would make it persistent so if you left the map and came back she'd
>> remember you already talked to her (:
>>
>> On Thu, Jun 11, 2009 at 8:52 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> 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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