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Old 11-13-2006, 09:25 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Tyhm View Post
I would, but I'm not certain there IS a putleaps gani. If there is one then yeah, I'll just have it call that gani, save me a lot of time...
You know, Massokre would know, I'll ask him. I'm sure he came across this when he was rescripting Classic's Carrying-And-Throwing script.



Ah well, easy enough to script a system to handle that.

Had another thought:
Would it be more efficient for the system NPC to detect when a player's touching a baddy than to have each baddy running a constant loop to detect when they touch a player? 'cuz right now, that's the only reason the Frog's got a constant timeout loop...otherwise it could show the rustle, wait 1 second, show the frog, wait 2 seconds, show the rustle, wait 1 second, hide and move, wait, repeat...and when I get scripts moving by the Move command, same story there...
I redid lift/carry... couldn't do throw. Anything concerning projectiles are still on Master Storm's code.

There's no way to turn off wall checking.

Also, there's no efficient way to check for a player contacting a baddy. Even if you use playertouchsme, it will check an area in front of the player, and that can get very ugly with opposite boots. It's a bit strange. I think Stefan's reasoning for this is to make the player seem like they didn't lag that sign or level link.

A long time ago, I suggested to Stefan that he add an event handler playerEntersArea, that would trigger when the player's area and the area of an NPC intersected. I also had a multitude of applications for such an event handler other than just baddies.

serverside-protected spars
nopkareas (restricted to the area of the NPC)
nopauseareas
etc.

However, with most of these other applications, you'd want to know when the player leaves the area of an NPC as well, which would be another event handler: playerLeavesArea.

This idea would parallel playerenters and playerleaves for levels, except with NPCs detecting the players. It's not necessary for the NPCs to keep track of all players in a level, etc, however, because the script could keep track of it if you needed that kind of implementation.

Unfortunately, I don't believe Stefan's interested in adding such a feature. Couldn't hurt to ask though.
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