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State Machines


Virtual deleting state machines PDF Print E-mail
Written by Meanderer   
Thursday, 18 February 2010 07:15

Tired of those pesky virtual objects hanging around or having to send a message to a kill object to get rid of it.  Attached are 7 state machines that will remove a VO and in some cases a littlle extra.  A readme is included with the zip file.

 

Enjoy,

Meanderer.

Attached files:
FileDescriptionFile size
Download this file (Virtual Deletes.zip)Virtual Deletes.zip7 different state machines to delete virtual objects.5 Kb
 
Containers and Dummys using the Brasso and light meshes. PDF Print E-mail
Written by Meanderer   
Tuesday, 16 February 2010 02:23

Attached are three zip files with replacement stated machines for the generic brasso and chandelier as well as the other lights available in Darkstone.  There is a readme file in the container zip file with additional information.

 

Meanderer.

Attached files:
FileDescriptionFile size
Download this file (Container.zip)Container.zipContainers using the brasso and other light meshes. Readme file included.11 Kb
Download this file (Dummy.zip)Dummy.zipDummy statte machines using the brasso and light meshes.3 Kb
Download this file (Meshes.zip)Meshes.zipMeshes used for the container and dummy state machines. 1327 Kb
 
contObj1custSFX PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:32

Open with ObjA, gives ObjB. +Fail if wrong object. Added FX

STATE_MACHINE
{
KEY { contObj1custSFX }

COMMENT [This container opens with object A and gives object B.
Added fail if wrong object. Added Effects]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {object}
COMMENT [Object A to open:]
IN {}
}


PARAM 

KEY  {4}
TYPE  {object}
COMMENT [Received object B: ( Virtual )]
OUT {}
}


PARAM 

KEY  {5}
TYPE  {sound}
COMMENT [Sound to play when object B is given:]
}

PARAM 

KEY  {6}
TYPE  {LIST}
COMMENT [Options:]
LIST [Object lost=CLEARMOUSE ]
LIST [Object saved=ACTIVE ]
DEFAULT [Object saved]
}

PARAM
{
KEY {7}
TYPE {TEXT}
COMMENT [ what to say if wrong object used: ]
}
PARAM 

KEY  { 8 }
TYPE  { LIST }
COMMENT [Effect to play:]
LIST[Absorption Attack=ABSORBMA]
LIST[Absorption Spell=ABSORBVI]
LIST[Light=ARMORMAG]
LIST[Flaming Arrow=ARROWFLAME]
LIST[Antidote=ANTIPOISON]
LIST[Antidote No Sound=ANTIPOISON1]
LIST[Death Dome A=BARRIEREA]
LIST[Death Dome B=BARRIEREB]
LIST[Death Dome C=BARRIEREC]
LIST[Bless=BENEDICT]
LIST[Berserker=BERSERKE]
LIST[Bloodtrace=BLOODTRACE]
LIST[Firefly=BRILLE]
LIST[Teleport B=BTELEPORT]
LIST[Confusion=CONFUSION]
LIST[Crystal=CRYSTAL]
LIST[DEX Potion=DEXTERITY1]
LIST[Spark Globe=ECLAIRA]
LIST[Spark=ECLAIRB]
LIST[Spark Explode=ECLAIRC]
LIST[End Arrow=ENDARROW]
LIST[End Shurinken=ENDSHURIN]
LIST[Metal Spark=ETINCEL]
LIST[Flour=FARINE]
LIST[Fear=FEAR]
LIST[Fee - White=FEE]
LIST[Fee2 - Green - No Sound=FEE2]
LIST[Fireball Red Smoke=FIREBALLA]
LIST[Fireball Flash=FIREBALLB]
LIST[Fireball Explode=FIREBALLC]
LIST[Fireball Red Smoke 2=FIREBALL2A]
LIST[Fireball Flash 2=FIREBALL2B]
LIST[Fireball Explode 2=FIREBALL2C]
LIST[Fireball Red Smoke 3=FIREBALL3A]
LIST[Fireball Red Smoke 3=FIREBALL3B]
LIST[Fireball Explode 3=FIREBALL3C]
LIST[Draak's Breath=FIREDRAAK]
LIST[Wall of Fire A=FIREWALLA]
LIST[Wall of Fire B=FIREWALLB]
LIST[Wall of Fire C=FIREWALLC]
LIST[Flamethrower - Sound=FLAMEWAVEA]
LIST[Flamethrower - Little Flame=FLAMEWAVEB]
LIST[Flamethrower - Big Flame=FLAMEWAVEC]
LIST[Flash=FLASH]
LIST[Thunder 1 Purple=FLASH1]
LIST[Thunder 1 Purple Big=FLASH2]
LIST[Thunder 2 Blue=FLASH3]
LIST[Thunder 1 Purple 3 Blue=FLASH4]
LIST[Thunder 1 Golden 4 Blue=FLASH5]
LIST[Food=FOOD]
LIST[Haste=HASTE]
LIST[Healing=HEAL1]
LIST[Ice Smoke=ICE]
LIST[Berserker Smoke=INBERSERKER]
LIST[Inferno=INFERNO]
LIST[Flame Smoke=INFLAME]
LIST[Night Vision=INFRAVISION]
LIST[Invisibility=INVISIBL]
LIST[Slowness=LENTEUR]
LIST[Loading=LOADING]
LIST[MAG Potion=MAGIC1]
LIST[Magic Bomb Globe=MAGICBOMBA]
LIST[Magic Bomb Smoke=MAGICBOMBB]
LIST[Magic Bomb Explode=MAGICBOMBC]
LIST[Magic Missile=MAGICMISSA]
LIST[Magic Missile Flash=MAGICMISSB]
LIST[Magic Missile Explode=MAGICMISSC]
LIST[Magic Light=MAGLIGHT]
LIST[Mana=MANA1]
LIST[Time Orb=NOVA]
LIST[Forgetfulness=OUBLI]
LIST[Poison Cloud=POISON]
LIST[Poison Potion=POISON1]
LIST[Poison Weapon=POISONWEAPON]
LIST[Rain=RAIN]
LIST[Reflection Spell=REFLECTION]
LIST[Reflection Shield=REFLECTION2]
LIST[Youth Potion=REJUV1]
LIST[Resurrection=RESURECT]
LIST[Fear Single=RIP]
LIST[Stone Break=STONCURE]
LIST[STR Potion=STRENGTH1]
LIST[Skill Learnt=TALENTL]
LIST[Storm=TEMPEST]
LIST[Wall of Fire Yellow Smoke=TFIREWALL]
LIST[Magic Bomb Yellow Smoke=TMAGICBOMB]
LIST[Magic Door Open=TOWNPORTALA]
LIST[Magic Door Enter=TOWNPORTALC]
LIST[Mutation Spell=TRANSFORM1]
LIST[Mutation Target=TRANSFORM2]
LIST[VIT Potion=VITALITY1]
LIST[Water 1=WATER1]
LIST[Water 2=WATER2]
LIST[Explode=EXPLODE]
LIST[Teleport=TELEPORT]
LIST[Telekinesis=TELEKINESIS]
LIST[Stone explode=NOSTONE]
LIST[Poisoned=POISONED]
LIST[Smoke=FUMEE]
LIST[Detection=DETECTION]
LIST[Werewolf=WEREWOLF]
LIST[Plumes=PLUMES]
LIST[Firecamp=FIRECAMP]
LIST[None= ]
DEFAULT [Firecamp]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|NEEDPOS|SIDEDETECT|%6 }
STATE
{
KEY { close }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
OBJECT { %3 } 
GOTO { open }
}
}
FAIL { %7 }
}

STATE
{
KEY { open }
SETCOLLID { 1 }
FRAME { %1 }
ACTION
{
SOUND { %5 }
EFFECT { %8 }
EFFECT { %8 }
EFFECT { FUMEE }
EFFECT { FUMEE }
}
MULTI
{
CONDITION
{
TIMER { 250 } 
GOTO { fin }
}
}
}
STATE
{
KEY { fin }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
SOUND { QUESTDON }
OBJECT { %4 }
}
}
}
]
}

 

 
containerObj1cust PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:31

Opens with ObjA, gives ObjB. + Fail if wrong Obj

STATE_MACHINE
{
KEY { containerObj1cust }

COMMENT [This container opens with object A and gives object B.
Added fail if wrong object]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {object}
COMMENT [Object A to open:]
IN {}
}


PARAM 

KEY  {4}
TYPE  {object}
COMMENT [Received object B:]
OUT {}
}


PARAM 

KEY  {5}
TYPE  {sound}
COMMENT [Sound to play when object B is given:]
}

PARAM 

KEY  {6}
TYPE  {LIST}
COMMENT [Options:]
LIST [Object lost=CLEARMOUSE ]
LIST [Object saved=ACTIVE ]
DEFAULT [Object saved]
}

PARAM
{
KEY {7}
TYPE {TEXT}
COMMENT [ what to say if wrong object used: ]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|NEEDPOS|SIDEDETECT|%6 }
STATE
{
KEY { close }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
OBJECT { %3 } 
GOTO { open }
}
}
FAIL { %7 }
}

STATE
{
KEY { open }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
OBJECT { %4 }
SOUND { %5 }
}
}
}
]
}

 

 
contObj1vrAct PDF Print E-mail
Written by Mithrandir   
Thursday, 11 February 2010 08:30

STATE_MACHINE
{
KEY { contObj1vrAct }

COMMENT [This container becomes active with vrObject and gives object when opend.
Added fail if wrong object]

PARAM 

KEY  {1}
TYPE  {frame}
COMMENT [3D object: initial close]
DISPLAY {}
}

PARAM 

KEY  {2}
TYPE  {frame}
COMMENT [3D object: final open]
}

PARAM 

KEY  {3}
TYPE  {object}
COMMENT [Virtual Object to Activate Container:]
IN {}
}


PARAM 

KEY  {4}
TYPE  {object}
COMMENT [Received object :]
OUT {}
}


PARAM 

KEY  {5}
TYPE  {sound}
COMMENT [Sound to play when object B is given:]
}

PARAM
{
KEY {6}
TYPE {TEXT}
COMMENT [ what to say if wrong object used: ]
}

CODE
[
TRAP
{
KEY { %0 }
FLAG { ACTIVE|LIGHTBUFFER|LIGHT|NEEDPOS|SIDEDETECT }
STATE
{
KEY { close }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
OBJECT { %3 } 
GOTO { active }
}
}
FAIL { %6 }
}
STATE
{
KEY { active }
SETCOLLID { 1 }
FRAME { %1 }
MULTI
{
CONDITION
{
CLICK { } 
GOTO { open }
}
}
}

STATE
{
KEY { open }
SETCOLLID { 1 }
FRAME { %2 }
ACTION
{
OBJECTMOUSE { %4 }
SOUND { %5 }
}
}
}
]
}

 

 
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