Ok so I've created a new script with a name starting with "nw2_t1_firebaby" pasting thew content from this thread then made a blueprint copy of New Generic, added a variable named PainInterval of float type & value of 1 and assigned On Enter Script to it, it functioned as expected: small constant fire damage. When my character died and I finished laughing, I hit re-spawned and I landed right in the trap (my initial spawn point is out of the trap) but it was as there was no trap so I got off then when I came back it was as expected.
Trying to have the trap cause damage even if the character is spawned in it, I put it's trap type to NONE then switch the script call to On Trap Triggered Script but not only didn't it made up the lack of its predecessor, it didn't function at all, not even from the start (freshly loading the map thus from initial spawn point).
Was the script fashioned to be used otherwise? Am I stuck this way and have to hope the player doesn't re-spawn in the trap?
Kaldor Silverwand wrote...
I don't think there is any code in the script that requires an expansion by installed. Just load it into your campaign folder and see if it works and don't worry about it.
I agree with you (php5 was made with php4 thus you could make a fork redoing it differently). The issue was with the later part of the paragraph:
DynV wrote...
So is there a way to apply this in case the player do have the expantion? It's very possible there might be an update later and it would be better to run the newer version instead of the copy of the function.
Let's say the version that was pasted in this thread has something to do with DBR 3/16/6, let's say I still add it to my mod and after I upload it I disappear from Internet then 6 months after a newer version of that script with a higher DBR come out (I wonder what it mean), then it would be beneficial for those users that have an updated version on their system could access it instead when using the mod. As I disappeared, I can't create a newer version of the script then reupload the mod.
Just like when I make a backport I won't only check the version but also the subversion in case a server is migrated to the newer version but still have an older version of the script.
Modifié par DynV, 24 septembre 2010 - 12:49 .