Triggers on levers/switches/etc...
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#1 Nov 3, 2009 7:51 pm
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JoinedJul 26, 2005
The triggers for levers/switches/buttons/pullchains are kind of a bit annoying lol. You can set all the flags on them and depending on what is set as to what will happen. I could easily see it being kind of annoying though if you set alot of different ones and it acted a bit odd lol. Any one have any clue on a better way of going about it lol.
Now thats a quick break down of it all and how it goes.
So like lets say I wanted it to open a passage if it didn't exist and at the same time i wanted it to kill the one that opened it (so later they could come back to an open passage) It wouldn't work under the current setup and I'm sure it would be handy lol.
My point is that overall its a bit limiting on how much a single one can do lol.
Have a lever open and close an exit and autoreturn yea that should work well. Adding any other triggers to it though it might not.
So any thoughts/suggestions on ways to improve it etc...
TRIG_AUTORETURN (will return it to the position it was) If pushed and there is a push program it will do it and ignore all the other settings/flags. (aside from TRIG_AUTORETURN) If pulled and there is a pull program it will do it and ignore all the other settings/flags. (aside from TRIG_AUTORETURN) If there is a use program it will do it instead of the default pull/push messages. (continues on) TRIG_TELEPORT, TRIG_TELEPORTALL, TRIG_TELEPORTPLUS: Takes rule over any other triggers. (aside from TRIG_AUTORETURN) Makes use of TRIG_SHOWROOMDESC. Will return after it. TRIG_RAND4, TRIG_RAND6, TRIG_RAND10, TRIG_RAND11: Will work with other triggers. Continues on. TRIG_DEATH: Takes rule over any other triggers. (aside from previous) Will return after it. TRIG_MLOAD: Takes rule over any other triggers. (aside from previous) Will return after it. TRIG_OLOAD: Takes rule over any other triggers. (aside from previous) Will return after it. TRIG_CAST: Takes rule over any other triggers. (aside from previous) Will return after it. TRIG_CONTAINER: Takes rule over any other triggers. (aside from previous) Will return after it. TRIG_DOOR: Takes rule over any other triggers. (aside from previous) Makes use of: TRIG_D_NORTH, TRIG_D_SOUTH, TRIG_D_EAST, TRIG_D_WEST, TRIG_D_UP, TRIG_D_DOWN, TRIG_D_NORTHEAST, TRIG_D_NORTHWEST, TRIG_D_SOUTHEAST, TRIG_D_SOUTHWEST, TRIG_D_SOMEWHERE The north would be used first even if you had north and south on it. TRIG_UNLOCK Will unlock the exit if it is locked. Will return after unlocking it despite other triggers. TRIG_LOCK Will lock the exit if it isn't locked. Will return after locking it despite other triggers. TRIG_OPEN Will open a closed exit. Will return after opening the exit despite other triggers. TRIG_CLOSE Will close an opened exit. Will return after closing the exit despite other triggers. TRIG_PASSAGE If the exit doesn't exit it will create it. Will return after creating it without changing anything else despite trigger settings. Will return after it.
Now thats a quick break down of it all and how it goes.
So like lets say I wanted it to open a passage if it didn't exist and at the same time i wanted it to kill the one that opened it (so later they could come back to an open passage) It wouldn't work under the current setup and I'm sure it would be handy lol.
My point is that overall its a bit limiting on how much a single one can do lol.
Have a lever open and close an exit and autoreturn yea that should work well. Adding any other triggers to it though it might not.
So any thoughts/suggestions on ways to improve it etc...
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