Re: The NReality Mod Help Thread
Posted: 2009.08.07 (15:50)
by Knull
Mod:coordinate pathing
mod properties: ending the loop
other: causing lag
My question concerns coordinate pathing causing lag. I have been adding :NaN as the final tile drone coordinates in my maps, and one map I am working on seems to lag after three or four of these paths are triggered. Is this a valid method to keep a coordinate path from continuing? I cannot use custom pathing for certain areas because tile drones don't lay tiles as instructed above a certain speed. Here is the map I am working on:
Re: The NReality Mod Help Thread
Posted: 2009.11.30 (15:30)
by chume14
oh shit :P i am noobish
sorry for that nonsens question and thanks chume14
can anyone give me the code for exactly this tiledrone !6^465,465,0,0,122,0^,,0^^LLLLLLB,6,1,1
and add the mod of area trigger or a switch? i want the drone to start moving when the ninja gets a key... please help
and maybe you could explain what you did for me, so that i don't have to ask for every drone i want to mod :D
thanks
How to do a switch trigger ------------------------------------------------------------------------------------------------------------------------------------
First place the door and key you want to trigger the drone. If you want the switch to just trigger the drone and not have and associated door place it in the door at the edge of the map or in a tile or something.
This should generate a piece of code something like this for the door
9^348,564,0,0,11,23,1,-1,0
Leaving you with total code something like this
To make this door into a trigger add a triggerID like ^1,! leaving you with
9^348,564,0,0,11,23,1,-1,0^1,!
This labels this door-key as trigger 1 if you need multiple triggers each one must have a different number corrasponding to the objects it triggers
Now add your tile-drone
6^465,465,0,0,122,0^,,0^^LLLLLLB,6,1,1
The format goes ObjectNumber^BasicObjectInfo^ObjectModInfo(in this case the tile dropping infomation)^TriggerInfo^PathingInfo
So we must place the TriggerInfo after the 3rd ^ this gives
6^465,465,0,0,122,0^,,0^1,1,^LLLLLLB,6,1,1
The first 1 refers to the fact that it's an on trigger a trigger which turns on the drone the second number refers to the triggerID which trigger triggers it so 2nd tiledrone triggered by a 2nd switch would be
6^465,465,0,0,122,0^,,0^1,2,^LLLLLLB,6,1,1
Our total code for the level should now look something like this
Test it to see if this is roughly what you want you should be able to edit the variables to get it where you want exactly hope it helps. Area triggers are a little more complicated maybe another day I'll attempt to explain them.
Looking closely at the code of this level may also help you
http://www.nmaps.net/186593