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Terrain Srcipts.


nikki.

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Is there any way to get rid of them in-game? I looked through the appendices for a call to do this, but no cigar.

 

What I want is for a terrain script to be usable up until a flag is switched to 1. After that point, the terrain script should go, or at least be invisible.

 

I've made a kinda remedy by altering specobj.txt so that if a given flag is over one it isn't searchable, or if it is, it displays no message or whatever, but the text description still says that it's there.

 

So, any ideas?

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No, you can't dynamically remove scripts. Instead, modify the script so that it checks the flag in question. and does stuff only if is not 1:

Code:
 if(get_flag(get_memory_cell(0),get_memory_cell(1)) == 1)     end();//do whatever should be done if flag is not 1 
This code will check a flag that is determined by the value of two memory cells, and if the flag is 1, stop the script from doing anything else.
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Quote:
Originally written by Niemand:
No, you can't dynamically remove scripts. Instead, modify the script so that it checks the flag in question. and does stuff only if is not 1:
The code will check a flag that is determined by the value of two memory cells, and if the flag is 1, stop the script from doing anything else.
I already did this. My initial post wasn't very good, but I altered specobj.txt to do this very thing. The problem is, the terrain script is still searchable - pressing "l" in-game highlights it as something of interest.

I guess I just wanted to get rid of this.
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