Braclo Posted August 4, 2010 Author Share Posted August 4, 2010 Well basicly what it does its on a timer. After a certain amount of days a building will apear instead of it being activated instantly. The problem im having is that the player can be close to that building then and if the timer reach the day, the player will see it apear, which spoils it and also there is the risk that the player might be standing where the house will be... which will be really bad O.O. So what ive used is getDistance to detect that the player is far away and only THEN allow the house to apear. But is that the best option I can do or is there something else too? I have tried to getTimePassed so to see when the player is using the waiting menu but I cant seem to get that to work. Any Help? Link to comment Share on other sites More sharing options...
ub3rman123 Posted August 4, 2010 Share Posted August 4, 2010 Hmm.. Is it possible to find a way to get it to just fade into existence? Or add some effects like flame to it? What are the chances of the player being there anyways? Are they expecting it? Other than the issues of it suddenly appearing with no introduction, you can just make a triggerbox the same shape and size of the building (Maybe a bit bigger), check if the player is within it, and set a variable if the player is within to enable the building the moment the player steps outside of it. Link to comment Share on other sites More sharing options...
Braclo Posted August 6, 2010 Author Share Posted August 6, 2010 The triggerbox is a good idea :D Yea the player will be expecting it. So far I'm going to stick with distance, the isTimePassing doesn't seem to work to well in quest scripts, so don't think ill be able to use that. Link to comment Share on other sites More sharing options...
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