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Thread: City of Sins mod

  1. #21

    Re: City of Sins mod

    Folks, race is over. Here ya go, Max...

    Make sure that the door has a Reference Editor ID, in this case it is "SmallShackPlayerDoor1".

    Then make a new script, and make sure it's an Object script. Make sure you replace the "SmallShackPlayerDoor1" in the script below to whatever the reference editor ID you selected is.

    Attach this script to the door:
    Scn zLockingDoorsAuto

    float doorTimer

    Begin GameMode
    if doorTimer < 3
    set doorTimer to doorTimer + getSecondsPassed
    else
    SmallShackPlayerDoor1.Lock 255
    set doorTimer to 0
    endif
    end

    Begin OnActivate
    if SmallShackPlayerDoor1.GetLocked == 0 ; if the door is unlocked
    Lock 255
    else
    Activate
    Set doorTimer to 0
    endif
    End
    So you can manually lock the door yourself after you have exited, or wait 3 seconds and it will lock itself...

    ;D

    ETA - I also think I know how to do the rental thing, but it'll take some time to do. The script itself will give me problems, so it'll be mostly trial and error. But, I know how I need to do it. I'll work on that once I get the next round of updates on our mod done...

  2. #22

    Re: City of Sins mod

    man thats awesome i didnt even think about automatic lock or locking the door great job! worked with all 12 doors when tested and again thats great job you did now its casino building time =)

  3. #23

    Re: City of Sins mod

    Worked on the rental script timers and quest last night for a bit, with small amounts of success. It's at least moving in the right direction, albeit slowly.

  4. #24

    Re: City of Sins mod

    cool

  5. #25
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    Re: City of Sins mod

    Also we learned from Houstin the vaultmp programmer that all in game scripts like GECK scripts will need to be converted over to PAWN or C++ scripts which kinda sucks. So it's just something to think about as we make these mods. The scripts I'm not sure about though is whether dialogue will have to be converted over too or not. It would suck if it did.

  6. #26
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    Re: City of Sins mod

    You don't have to convert your native construction set scripts to PAWN / C++. You can distribute them as a mod to your players

  7. #27

    Re: City of Sins mod

    [quote author=Recycler link=topic=141.msg1263#msg1263 date=1314382662]
    You don't have to convert your native construction set scripts to PAWN / C++. You can distribute them as a mod to your players
    [/quote]

    Any new items, locations, and references introduced by a mod will still have sync? (once that is done, of course)

  8. #28
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    Re: City of Sins mod

    Yes

  9. #29
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    Re: City of Sins mod

    Ok, a lot of the technical stuff is hard for me to grasp but hearing good stuff from the man himself is nice. Thanks.

  10. #30

    Re: City of Sins mod

    WOOT.

    Project is still on. lol

    Thanks for the clarification.

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