- This topic has 19 replies, 4 voices, and was last updated 6 years, 10 months ago by HauntFreaks.
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June 16, 2017 at 2:15 pm #57275
when an original table is built…. and the builder has added b2s events into the script, say like a sling hit makes a bulb on the b2s light, can someone show what that section of code looks like??
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June 16, 2017 at 2:23 pm #57276look at humpty table
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June 16, 2017 at 2:33 pm #57277I expect that diablo by jp/scottywic and stats’ b2s is also good examples.
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June 16, 2017 at 2:36 pm #57278well I was looking in the minions table… and for the life of me I cant see it… I’m still clueless with most of this code crap….
I’ll look in those as well….You need to login in order to like this post: click here
June 16, 2017 at 2:44 pm #57279Well – both stat and randr are nice guys – just ask ;)
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June 16, 2017 at 2:55 pm #57280fuck them…..
LOL…LOL…LOL…
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June 16, 2017 at 3:03 pm #57282fuck them….. LOL…LOL…LOL…
i’m so offended!
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June 16, 2017 at 3:27 pm #57286so the triggers in the b2s have specific names…. I don’t see these names in the table script…
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June 16, 2017 at 3:35 pm #57287look at my dof test table that is as simple as it can be shown. im mobile so hard to do on phone
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June 16, 2017 at 3:59 pm #57288so the triggers in the b2s have specific names…. I don’t see these names in the table script…
I think the “Lamp name” in the b2s are just for things like animations in the b2s. The calls from the table are based on the “B2S ID”.
I think…
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June 16, 2017 at 4:08 pm #57289so the triggers in the b2s have specific names…. I don’t see these names in the table script…
I think the “Lamp name” in the b2s are just for things like animations in the b2s. The calls from the table are based on the “B2S ID”. I think…
yeah I agree with this… but these are for sure not using the ID on any of the lamps
this is an example of one of the lamps….. does anyone know if STAT did the dof b2s calls in minions??
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June 16, 2017 at 4:28 pm #57292Not sure who did the b2s what you trying to do?
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June 16, 2017 at 4:31 pm #57293I want add more events to the b2s…. I made some new animations and don’t want to disturb the existing events…
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June 16, 2017 at 4:43 pm #57295where is this table? vpf?
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June 16, 2017 at 7:10 pm #57318ok…. the big dummy figured it out with randr holding my hand….
and Dan was right… its using animation ID’s I was looking at the lamps themselves….
so now I see the calls…
startB2S(3) <—3 being the animation callYou need to login in order to like this post: click here
June 16, 2017 at 7:18 pm #57319… and here we go – another hautfreaks surprise commin’ up !
Love this community !
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June 16, 2017 at 7:37 pm #57322ok…. the big dummy figured it out with randr holding my hand…. and Dan was right… its using animation ID’s I was looking at the lamps themselves…. so now I see the calls… startB2S(3) <—3 being the animation call
Thats what I said ?
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June 16, 2017 at 11:07 pm #57328ok here’s my next issue…. when i set a b2s event to a hit target…. the event only works the first time the target is hit, after that if the target is hit the event doesn’t happen
I also did this for the drain, and only the first ball that drains triggers the event, nothing after that
example of script:
sub T3_hit()
startB2S(10)
DOF 124, DOFPulse
playsound “FX01”
if Lightlock3.state = 0 and ballsonplayfield = 1 and WIZARD.state = 0 then
Lightlock3.state = 1
checkforlock()
end if
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June 16, 2017 at 11:12 pm #57329Set event zero at top part of script ?
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June 17, 2017 at 11:39 am #57342ok… looks like its all worked out…. thanks papa randr
Sub startB2S(aB2S)
If B2SOn Then
Controller.B2SSetData 1,0
Controller.B2SSetData 2,0
Controller.B2SSetData 3,0
Controller.B2SSetData 4,0
Controller.B2SSetData 5,0
Controller.B2SSetData 6,0
Controller.B2SSetData 7,0
Controller.B2SSetData 8,0
Controller.B2SSetData 9,0
Controller.B2SSetData 10,0
Controller.B2SSetData 11,0
Controller.B2SSetData 12,0
Controller.B2SSetData aB2S,1
End If
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