Do we have functionality for that now? Would we be able to turn the model in the editor into a mob? On Wed, May 19, 2010 at 10:23 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Another idea that might be nice (maybe for later on though...) would be to > place a model of a troll hut in the world in the editor but give each a > nickname of like "TrollHut1" "TrollHut2" etc and then from script you can > get a model by it's nickname, then get it's position and rotation from the > model (Model_GetPosition etc) and spawn your "spawning mob" at the location. > > That way you can place and manipulate troll huts in the editor, but they > are functional in game. > > > On Wed, May 19, 2010 at 10:06 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Thanks man, I see what you mean. I like your suggestion >> >> >> On Tue, May 18, 2010 at 10:21 PM, Apache User < >> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >> >>> User:atrix256 >>> >>> Message: Hey Kent, this fixes the Model_SetOnWorld problem. >>> >>> (it uses that function to put the houses on the world for the town >>> buildings now) >>> >>> One problem though, you can't use model_setonworld until the first Update >>> happens (because the world isnt finished building until then), so you can't >>> put it just out there in the file. >>> >>> What i would do is make a variable like "IsFirstUpdate" and i'd set it to >>> 1 or true, then in the Update function if that was true, id set it to false >>> and do the set on world stuff. >>> >>> Either that or manually place those on the world where they should be. >>> >>> <Files Changed> >>> U ActRaiser/ARRelease.exe >>> U ActRaiser/Scripts/GameOverworld/Town.lua >>> U Code/ARRelease.exe >>> U Code/AR_LuaFuncs.cpp >>> U PirateDice/ARRelease.exe >>> >>> >>> ============================== >>> Project 1 Dev mailing list >>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx >>> Project 1 website: http://project1.demofox.org >>> Project 1 SVN repository: http://pyotek.com/project1 >>> >> >> >