Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 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: Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 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 Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 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? Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 ok so these commands need to be moved to the end of the 4 day timer. No it would not be hard at all, Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 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.:) Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 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.:) Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 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.:) Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 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. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted November 5, 2012 Author Share Posted November 5, 2012 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: Link to comment Share on other sites More sharing options...
CaptMitch Posted November 5, 2012 Share Posted November 5, 2012 (edited) 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 twoBase plus walls Day threeBase, Walls Porch Day fourComplete Edited November 5, 2012 by Capt Mitch Link to comment Share on other sites More sharing options...
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