Data Realms Fan Forums http://868000.nnhp.asia/ |
|
Lua on bunker modules http://868000.nnhp.asia/viewtopic.php?f=73&t=46118 |
Page 1 of 1 |
Author: | Asklar [ Sat Dec 31, 2016 5:13 am ] |
Post subject: | Lua on bunker modules |
Can you attach scripts directly to bunker modules, or do you have to use work arounds like always? EDIT: Nevermind, I found a better solution to what I wanted but I'm still curious lol |
Author: | Bad Boy [ Sat Dec 31, 2016 7:13 am ] |
Post subject: | Re: Lua on bunker modules |
I don't think so - bunker modules aren't MOs so they don't do update stuff I think. You can attach scripts to actors in the modules (e.g. doors, etc.) though. |
Author: | CrazyMLC [ Fri Jan 06, 2017 12:46 am ] |
Post subject: | Re: Lua on bunker modules |
Yeah, you could just include an invisible object in the script with no gravity that just runs the script you want. Hard part is deciding when to make it die, unless you make it an object aspect of the module that can actually be destroyed. (otherwise you'd be checking if pixels relative to the object are still the same material, I'd think) |
Author: | Asklar [ Sun Jan 08, 2017 2:39 am ] |
Post subject: | Re: Lua on bunker modules |
Yeah, that's what I thought. Thanks anyways |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |