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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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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
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Sat Dec 31, 2016 5:13 am |
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Bad Boy
Joined: Fri Sep 10, 2010 1:48 am Posts: 666 Location: Halifax, Canada
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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.
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Sat Dec 31, 2016 7:13 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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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)
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Fri Jan 06, 2017 12:46 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Lua on bunker modules
Yeah, that's what I thought. Thanks anyways
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Sun Jan 08, 2017 2:39 am |
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