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[REQUEST] Entity triggering


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Silencer123
Veteran Member
Join Date: Jul 2006
Old 10-01-2006 , 14:45   [REQUEST] Entity triggering
Reply With Quote #1

I suggest a public function which is triggered
when an entity is being triggered by another entity.
This can be Entity -> Entity and Player -> Entity.
Code:
public entity_action(ent,victim_ent,start_ent,type) { }
'ent' shall be the entity which triggers another entity.
'victim_ent' shall be the triggered entity.
'start_ent' shall be the entity that started the triggering chain.
'type' is triggering type. (Toggle, On, Off, Kill Target / 0, 1, 2, 3)
For example if a Player (ID 7) presses a Button (ID 143) we should get this:
Code:
ent=7 victim_ent=143 start_ent=7 type=0
Lets say the Buttons target is 'my_func_door' which is a
func_foor (ID 231) and the Button has delay of 1 Second,
we will get this 1 Second after the Player pressed the Button:
Code:
ent=143 victim_ent=231 start_ent=7 type=0
etc. ...
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Last edited by Silencer123; 10-02-2006 at 08:04.
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toazron1
Senior Member
Join Date: Oct 2006
Old 10-01-2006 , 16:17   Re: [REQUEST] Entity triggering
Reply With Quote #2

not to hijack your thread ( sorta )

how about when an entity takes dmg? that would eliminate alot of traceline and looping for a plugin im in the process of making
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Silencer123
Veteran Member
Join Date: Jul 2006
Old 10-01-2006 , 16:59   Re: [REQUEST] Entity triggering
Reply With Quote #3

Quote:
Originally Posted by toazron1 View Post
not to hijack your thread ( sorta )

how about when an entity takes dmg? that would eliminate alot of traceline and looping for a plugin im in the process of making
Requests are only being accepted if there is no other way to do it.
So if you just want to make your code shorter you will sadly be ignored here.

The above which I need seems to have no way to be done, yet, so I posted here.
But note, that if you do not get answers in the Scripting Help Forums,
you just make a Request here and after some minutes you get your Answer
in form of a big Reason why your Request is being declined.

Back to Topic: If this is being accepted I have no Clue in what Module this will be put into.
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Last edited by Silencer123; 10-01-2006 at 17:05.
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toazron1
Senior Member
Join Date: Oct 2006
Old 10-01-2006 , 21:33   Re: [REQUEST] Entity triggering
Reply With Quote #4

Well if you want to get technical.
For people you can check every time they use something and then check the entities that they are looking at and get the information about that entity. So it doesn’t encompass all of what you asked but part of it is still possible.

There is no easy way to get when an entity has been damaged without a ridiculously long amount of code that isn’t 100% precise. Many of the natives that already exist were created for the very reason of making your code shorter. It has already been asked in scripting help (yes I did a search) and AFAIK there is no way to do it accurately.

I have been doing this for some time now (pre 0.9.3 AMXMOD) there is no need to talk down to me.
I didn't mean to intrude on your thread in an effort to kill two bird with one stone.
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Last edited by toazron1; 10-01-2006 at 21:38.
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sawce
The null pointer exception error and virtual machine bug
Join Date: Oct 2004
Old 10-01-2006 , 21:39   Re: [REQUEST] Entity triggering
Reply With Quote #5

All this stuff is handled by the game dll inside of it's private data. It's not sent from the engine to the game dll or vice-versa.

It's not really possible/practical to hook while maintaining cross mod compatibility.
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toazron1
Senior Member
Join Date: Oct 2006
Old 10-01-2006 , 21:43   Re: [REQUEST] Entity triggering
Reply With Quote #6

Quote:
Originally Posted by sawce View Post
All this stuff is handled by the game dll inside of it's private data. It's not sent from the engine to the game dll or vice-versa.

It's not really possible/practical to hook while maintaining cross mod compatibility.
Is it possible to hook though? I don't really care about coss-mod compatibility; I'm only interested in the applications to NS. It was more of a post of "is this possible" rather then "I want this in now"
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sawce
The null pointer exception error and virtual machine bug
Join Date: Oct 2004
Old 10-02-2006 , 01:36   Re: [REQUEST] Entity triggering
Reply With Quote #7

Quote:
Originally Posted by toazron1 View Post
Is it possible to hook though? I don't really care about coss-mod compatibility; I'm only interested in the applications to NS. It was more of a post of "is this possible" rather then "I want this in now"
It's "possible."

It's extremely complex, isn't worth it and very unlikely it'll be done, however.
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Silencer123
Veteran Member
Join Date: Jul 2006
Old 10-02-2006 , 03:49   Re: [REQUEST] Entity triggering
Reply With Quote #8

There is only one way at the Moment to do the half of what I am requesting here:
Get the complete Maps Entity System and reproduce it in the Plugin.
This will be 2000 lines of Code and the Players actions aren't even included.
Entities are very important! I cannot believe they get so little developmet.
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sawce
The null pointer exception error and virtual machine bug
Join Date: Oct 2004
Old 10-02-2006 , 05:07   Re: [REQUEST] Entity triggering
Reply With Quote #9

Quote:
Originally Posted by Silencer123 View Post
There is only one way at the Moment to do the half of what I am requesting here:
Get the complete Maps Entity System and reproduce it in the Plugin.
This will be 2000 lines of Code and the Players actions aren't even included.
Newsflash: without some extremely complicated and not worth it memory hacks that's the same way a module could do it.

Quote:
Originally Posted by Silencer123 View Post
Entities are very important! I cannot believe they get so little developmet.
Yeah, fakemeta and engine modules and entity manipulating natives in the core/other modules do not exist.
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schnitzelmaker
Senior Member
Join Date: Apr 2006
Location: HERE
Old 10-02-2006 , 06:26   Re: [REQUEST] Entity triggering
Reply With Quote #10

understand i right you want i like this:
Code:
public entity_damage(...){}
Code:
public entity_triggert(...){}
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