Is there some switch in the Toolset that makes false=true?
i think i forgot to turn mine on :\\
humor, dry
Débuté par
kevL
, mai 20 2012 06:46
#1
Posté 20 mai 2012 - 06:46
#2
Posté 20 mai 2012 - 07:08
you mean, false == true? 'Cause false = true, oddly enough, counts as true as far as the script compiler is concerned.
#3
Posté 20 mai 2012 - 07:30
um, not quite -- I *have* used / if(FALSE==TRUE) / to temporarily bypass a codeblock,
i'm thinking here more along the lines of
if (LootableCorpse == FALSE) then LootableCorpse = TRUE

false-> true
edit, but for the whole toolset ...
i'm thinking here more along the lines of
if (LootableCorpse == FALSE) then LootableCorpse = TRUE
false-> true
edit, but for the whole toolset ...
Modifié par kevL, 20 mai 2012 - 07:32 .
#4
Posté 20 mai 2012 - 11:23
I've heard tell of such a switch, but the rumours may well have been false. In which case they may also be true (depending on the switch setting at the time). Or if true to begin with, then false, in which case there is no such toolset switch.
Or is there?...
Or is there?...
#5
Posté 21 mai 2012 - 01:46
yes, that clears it up.
( like caves under the Sphynx )
thank you
( like caves under the Sphynx )
thank you
#6
Posté 21 mai 2012 - 03:59
42
#7
Posté 21 mai 2012 - 12:37
LOL...
#8
Posté 12 juin 2012 - 03:08
If you wanted the Lootable Corpse to become true if it was false, and vice versa, I think
LootableCorpse = !LootableCorpse
might work.
LootableCorpse = !LootableCorpse
might work.
#9
Posté 12 juin 2012 - 03:09
If you wanted the Lootable Corpse to become true if it was false, and vice versa, I think
LootableCorpse = !LootableCorpse
might work.
LootableCorpse = !LootableCorpse
might work.
Modifié par johnbgardner, 12 juin 2012 - 03:11 .
#10
Posté 12 juin 2012 - 03:12
sorry about duplicate reply, I can't figure out how to delete a post.
#11
Posté 12 juin 2012 - 09:37
hey john,
we're just poking fun at the toolset ...
Re. LootableCorpse = i think the difficulty I was having is dependent on whether the NPC had items that're marked Droppable or not; have decided to keep LootableCorpse TRUE and use scripts to spawn any drops.
edit .. or is that backwards ..
we're just poking fun at the toolset ...
Re. LootableCorpse = i think the difficulty I was having is dependent on whether the NPC had items that're marked Droppable or not; have decided to keep LootableCorpse TRUE and use scripts to spawn any drops.
edit .. or is that backwards ..
Modifié par kevL, 12 juin 2012 - 09:39 .
#12
Posté 13 juin 2012 - 06:54
int really_really_dry()
{
if(true) return TRUE;
return FALSE;
}
{
if(true) return TRUE;
return FALSE;
}
Modifié par Morbane, 13 juin 2012 - 06:55 .
#13
Posté 13 juin 2012 - 07:20
omg...





Retour en haut







