Suggestion

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The Suggestion...

By: on 10 Oct 2010
Rating: 0.00 in 0 votes
Status: rate | *In Roadmap*
mr_open | plots_scripts | [Suggestion_6822]

General Script-Triggering Rocks

I'm thinking, that if the in-game scripts can be edited from outside the director file, there should be some script-rocks. I'm thinking they would just be overlayed with numbers 1-5(or some other, higher number) and trigger inGame1, inGame2, inGame3(etc)
Roadmapped by (done)



Comments

10 Oct 2010 [comment_38950]
crazymerlinman321
So you are saying that if I walk by a rock it will trigger a dialogue? What is it for? To seem more natural?


10 Oct 2010 [comment_38962]
Roxblaster
What if it were some type of floor? That way when you collide with it, you could set off the script.

Though I guess it doesn't really matter much, as a rock would simply be checking the coordinates in a certain patch anyway.


10 Oct 2010 [comment_38964]
Rocks are how they've been done in the past, therefore, I was assuming that they'd be a good choice.

And crazy, its such that you can add dialogs such as talking to berlin or the goblin running in.


11 Oct 2010 [comment_38976]
crazymerlinman321
Oh ya. From Mr3.


11 Oct 2010 [comment_39017]
steve
Yes we definitely need something like this. The way in-game scripts were done for MR3 does not lend itself to being useful for somebody operating the current map editor.


11 Oct 2010 [comment_39037]
Will do, then!
I'll probably put a row of them, numbered 1 through 10.
I assume that these scripts have data, as well as reading from the in game scripts folder?


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