Update - Some Triggers

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MD
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Joined: Sun Aug 12, 2007 2:06 pm

Update - Some Triggers

Post by MD »

Finally an update! only a small one though.

I changed the layout of the AI code window, hopefully it's a bit easier to use. Most notably however are the 3 new AI commands, 2 of which are triggers...have a look for yourself and you'll see what I mean. Also, don't use the "makeSwitch" command anymore, it will still work but I'd prefer if you used the new version instead.

I added another text field to the properties window (that is, the window with X, Y, angle, etc) that shows the current selection's parent part# and allows you to change it. For instance, you can highlight a bunch of parts then punch in '0' to attach all the parts to the core. Here's what it looks like...
Image
the icon is suppose to be a chain representing a 'link'...how else could I represent the child/parent concept?

Here's the level I made to make sure everything works: Tiered Attack

~MD
swartzer
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Post by swartzer »

This is cool! Thanks for adding the new stuff. I'm sure we'll see some sweet new levels now as the good designers take this and run with it.
Sasadad
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Post by Sasadad »

Wow, an update! Awesome! I'll be experimenting with these new things soon. The parent view thing is a nice touch. :D

EDIT: I can't seem to get the enable gun function to work... Could you explain it or something?
I'm using the code:

Code: Select all

makeTrigger,death,enableGun,2,6,7,8,10,11,12
to make it so when part #2 dies, parts 6,7,8,10,11, and 12 activate.
MD
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Post by MD »

Sasadad wrote:

Code: Select all

makeTrigger,death,enableGun,2,6,7,8,10,11,12
to make it so when part #2 dies, parts 6,7,8,10,11, and 12 activate.
That's entirely correct, it should work!
Mouzi
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Post by Mouzi »

Triggers! <3

Here's my first level with the new trigger:

The Spectrum Puzzle!
Sasadad
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Post by Sasadad »

As I was designing a level, I realized what the next thing that should (if possible) be implemented into the game following this update. I think that there should be a command so that when a part is destroyed, other parts start rotating. This would follow the same set-up as the functions in this update, and it would be infinitely useful. I can think of several ways I would like to use that feature. :)


Oh, and the command I mentioned in the other post still isn't working.
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