I normally like to limit where the player can rest in my mods. As a rule I change the area's "no resting" to true and then paint in rest triggers in the areas where resting is allowed. However, I just noticed that my rest trigger is missing from installed triggers on the toolset. I have no idea where it went.
I was looking to write my own rest trigger with the appropriate script in the "on-enter" of the trigger but I can't seem to get it right. There must be a function for this? But I cannot find it. Any help would be appreciated.
Missing Rest Trigger
Débuté par
JonnieR
, oct. 03 2010 05:22
#1
Posté 03 octobre 2010 - 05:22
#2
Posté 03 octobre 2010 - 05:59
I haven't used the X0_SAFEREST trigger (found in the triggers list under "empty"), but what I generally do is allow resting in exterior non-manmade areas with the risk of encountering wandering monsters. Then I use special safe-to-rest zones defined with a trigger which allows resting without the risk of monster encounters (such as a safe zone near a campfire). I used this technique in my King's Festival Campaign. The scripts I use are campaign scripts bb_onenter_saferest, bb_onexit_saferest, and bb_mod_player_rest.
Regards
Regards
#3
Posté 04 octobre 2010 - 02:25
Thanks Kaldor, I have a copy of the King's Festival and I will look up those scripts. At this rate I will have to list you as a co-author. Thanks again.





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