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Destroy/Create Item in Inventory?


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28 réponses à ce sujet

#26
Happycrow

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Got it.  Thanks.



#27
AGhost_7

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BTW, you can find the details on that in the x2_inc_switches include.



#28
Happycrow

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I have absolutely no idea what that means, nor clue one how to attach the script to a weapon.  Completely clueless.  :(



#29
4760

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The item property you add depends on what sort of tag-based script it runs. These are the most common ones I use.

 

On Hit script (weapons, ammo, armour, shields)

Script Name: i_itemtag_hc

 

On Activate script

Script Name: i_itemtag_ac

I have absolutely no idea what that means, nor clue one how to attach the script to a weapon.  Completely clueless.   :(

 

What it means is that when the conditions are met, some additional event will occur. Let's assume you've got a sword (tag "it_my_sword").

 

--> if there is a script named "i_it_my_sword_hc" (first i = item, last two letters = when the script is fired: ac = on activation, eq = when equipped, ue = when unequipped, etc), and this script reads:

//on hit script for a sentient blade.

void main()
{
string sString1 = "Thrust damn you, THRUST! I'm a sword, not a bloody axe!";
string sSound1 ="vs_fx0psycm_bat2";
SpeakString(sString1);
PlaySound(sSound1,TRUE);
} 

the sword will speak each time it hits an opponent.