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13 réponses à ce sujet

#1
kevL

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Is there some switch in the Toolset that makes false=true?


i think i forgot to turn mine on :\\

#2
Lugaid of the Red Stripes

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you mean, false == true? 'Cause false = true, oddly enough, counts as true as far as the script compiler is concerned.

#3
kevL

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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 ...

Modifié par kevL, 20 mai 2012 - 07:32 .


#4
Dann-J

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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?...

#5
kevL

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yes, that clears it up.


( like caves under the Sphynx )

thank you :P

#6
I_Raps

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42

#7
M. Rieder

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LOL...

#8
johnbgardner

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If you wanted the Lootable Corpse to become true if it was false, and vice versa, I think

LootableCorpse = !LootableCorpse

might work.

#9
johnbgardner

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If you wanted the Lootable Corpse to become true if it was false, and vice versa, I think

LootableCorpse = !LootableCorpse

might work.

Modifié par johnbgardner, 12 juin 2012 - 03:11 .


#10
johnbgardner

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sorry about duplicate reply, I can't figure out how to delete a post.

#11
kevL

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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 ..

Modifié par kevL, 12 juin 2012 - 09:39 .


#12
Morbane

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int really_really_dry()
{

if(true) return TRUE;

return FALSE;

}

Modifié par Morbane, 13 juin 2012 - 06:55 .


#13
kevL

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omg...

#14
kevL

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aha!!

proof that 0 = 1 ( at least in the NwN2 universe )