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Help adding timer code to an activator script


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What part of this script starts the build of the building? so i can put a timer on it.

Is it:


setobjectivecompleted BlackbriarOpFire 20 1     		;                                                                                                            |
SetStage BlackbriarOPFire 30 

 

The "building part of the script is the enable references for the X marker... let me look at my code again.

 

             		BlackbriarNorthernRedoubtActivatorRef.Enable   	; enables x marker to build firebase         		<<<<-NEEDS TO BE TIME DELAYED to reflect construction time
                                       BlackbriarNorthRedoubtActivatorRef.Disable 		; removes the anvil build base activator item from area|
                                       BlackbriarNorthRedoubtActivatorRef.markfordelete   ;                                                      |
                                       BlackbriarNorthRedoubtMapMarker.Enable      

 

Ok let me go look at the code again and see whats up with the item amounts. (Let me see you completed script for this so i can edit it)

 

1) So all 4 of these start the construction?

2) Is there a partly built structure that is suposed to pop up first or something that marks the ground where its being built, before it's built?

 

 

The >> BlackbriarNorthernRedoubtActivatorRef.Enable ; enables x marker to build firebase ENABLES ALL THE FINISHED structures in this particular build. I had wanted to put in a "temporary" ref to show the building process (ie maybe beams, bags and workers NPC's mulling about) until it was "finished" but the coding was way too daunting for me to figure ourt.

 

Also, I have one problem, the script is somewhat intertwined with a quest stage. This Stage places the building but also the "activator" for assigning guards which is necessary for the next stage in the quest. But that is a side issue.

 

Not trying to make it too complicated for you :whistling:

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What part of this script starts the build of the building? so i can put a timer on it.

Is it:


setobjectivecompleted BlackbriarOpFire 20 1 			;                                                                                                            |
SetStage BlackbriarOPFire 30 

 

The "building part of the script is the enable references for the X marker... let me look at my code again.

 

         			BlackbriarNorthernRedoubtActivatorRef.Enable   	; enables x marker to build firebase     			<<<<-NEEDS TO BE TIME DELAYED to reflect construction time
                                       BlackbriarNorthRedoubtActivatorRef.Disable 		; removes the anvil build base activator item from area|
                                       BlackbriarNorthRedoubtActivatorRef.markfordelete   ;                                                      |
                                       BlackbriarNorthRedoubtMapMarker.Enable      

 

Ok let me go look at the code again and see whats up with the item amounts. (Let me see you completed script for this so i can edit it)

 

1) So all 4 of these start the construction?

2) Is there a partly built structure that is suposed to pop up first or something that marks the ground where its being built, before it's built?

 

 

The >> BlackbriarNorthernRedoubtActivatorRef.Enable ; enables x marker to build firebase ENABLES ALL THE FINISHED structures in this particular build. I had wanted to put in a "temporary" ref to show the building process (ie maybe beams, bags and workers NPC's mulling about) until it was "finished" but the coding was way too daunting for me to figure ourt.

 

Also, I have one problem, the script is somewhat intertwined with a quest stage. This Stage places the building but also the "activator" for assigning guards which is necessary for the next stage in the quest. But that is a side issue.

 

Not trying to make it too complicated for you :whistling:

 

Ok so basically all 4 of these need to be at the end of a timer. The building built in a fixed spot i take it

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What part of this script starts the build of the building? so i can put a timer on it.

Is it:


setobjectivecompleted BlackbriarOpFire 20 1 			;                                                                                                            |
SetStage BlackbriarOPFire 30 

 

The "building part of the script is the enable references for the X marker... let me look at my code again.

 

         			BlackbriarNorthernRedoubtActivatorRef.Enable   	; enables x marker to build firebase     			<<<<-NEEDS TO BE TIME DELAYED to reflect construction time
                                       BlackbriarNorthRedoubtActivatorRef.Disable 		; removes the anvil build base activator item from area|
                                       BlackbriarNorthRedoubtActivatorRef.markfordelete   ;                                                      |
                                       BlackbriarNorthRedoubtMapMarker.Enable      

 

Ok let me go look at the code again and see whats up with the item amounts. (Let me see you completed script for this so i can edit it)

 

1) So all 4 of these start the construction?

2) Is there a partly built structure that is suposed to pop up first or something that marks the ground where its being built, before it's built?

 

 

The >> BlackbriarNorthernRedoubtActivatorRef.Enable ; enables x marker to build firebase ENABLES ALL THE FINISHED structures in this particular build. I had wanted to put in a "temporary" ref to show the building process (ie maybe beams, bags and workers NPC's mulling about) until it was "finished" but the coding was way too daunting for me to figure ourt.

 

Also, I have one problem, the script is somewhat intertwined with a quest stage. This Stage places the building but also the "activator" for assigning guards which is necessary for the next stage in the quest. But that is a side issue.

 

Not trying to make it too complicated for you :whistling:

 

Ok so basically all 4 of these need to be at the end of a timer. The building built in a fixed spot i take it

 

no, just the first one that builds the structure... the others can happen automatically.

 

Also, would it be difficult at a later date to add in a "temporary" ref to reflect construction time?

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ok so these commands need to be moved to the end of the 4 day timer.

 

No it would not be hard at all,

 

No, only the first line in that series needs to be the delayed one. One disable removes the "build anvil" - that needs to go automatically and the others refer to Mapmarkers which can change as soon as you start the process.:)

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ok so these commands need to be moved to the end of the 4 day timer.

 

No it would not be hard at all,

 

No, only the first line in that series needs to be the delayed one. One disable removes the "build anvil" - that needs to go automatically and the others refer to Mapmarkers which can change as soon as you start the process.:)

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ok so these commands need to be moved to the end of the 4 day timer.

 

No it would not be hard at all,

 

No, only the first line in that series needs to be the delayed one. One disable removes the "build anvil" - that needs to go automatically and the others refer to Mapmarkers which can change as soon as you start the process.:)

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ok so these commands need to be moved to the end of the 4 day timer.

 

No it would not be hard at all,

 

No, only the first line in that series needs to be the delayed one. One disable removes the "build anvil" - that needs to go automatically and the others refer to Mapmarkers which can change as soon as you start the process.:)

 

OK OK i get it lol you dont have to keep repeating yourself lol JK.....Post you copy of the script so i can edit it.

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ok so these commands need to be moved to the end of the 4 day timer.

 

No it would not be hard at all,

 

No, only the first line in that series needs to be the delayed one. One disable removes the "build anvil" - that needs to go automatically and the others refer to Mapmarkers which can change as soon as you start the process.:)

 

OK OK i get it lol you dont have to keep repeating yourself lol JK.....Post you copy of the script so i can edit it.

 

Oh no :), I just wanted to make sure you knew that only that one reference was the "build" aspect that needed to be delayed.

 

The script is still the same as you gave it to me this morning. Was just wonderging if we could tweak the Count down timer to reflect the building time ?

 

Such a wonderful script... hate to alter it! :rolleyes:

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ok so these commands need to be moved to the end of the 4 day timer.

 

No it would not be hard at all,

 

No, only the first line in that series needs to be the delayed one. One disable removes the "build anvil" - that needs to go automatically and the others refer to Mapmarkers which can change as soon as you start the process.:)

 

OK OK i get it lol you dont have to keep repeating yourself lol JK.....Post you copy of the script so i can edit it.

 

Oh no :), I just wanted to make sure you knew that only that one reference was the "build" aspect that needed to be delayed.

 

The script is still the same as you gave it to me this morning. Was just wonderging if we could tweak the Count down timer to reflect the building time ?

 

Such a wonderful script... hate to alter it! :rolleyes:

 

Remember i had you add some things to it and change some other things like gamedayspassed.

I just want to make sure we dont backtrack on a already working script so i would rather use the one you have installed.

 

How do you want to alter the timer?

 

Also if you can find multiple buildings showing different stages of it built we could put them in.

Such as

 

Day one

just the base

 

Day two

Base plus walls

 

Day three

Base, Walls Porch

 

Day four

Complete

 

 

Edited by Capt Mitch
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