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Pyramids PDF Print E-mail
Written by Mithrandir   
Wednesday, 10 February 2010 08:48

Taken from Pilgrim's post:

The pyramid machines are a bit rigid in structure. The big pyramid opens and gives the Crystal of Compassion (or a crystal that looks like it) while the little pyramid has an orange flower placed in it and closes afterwards. Not a whole lot of versatility here! Included in the zip is two CDF files that house the pyramids in level 3d.

STATE_MACHINE {
KEY {PyramidCrytsalMVO}
COMMENT [Pyramid (with 5 collision radius) that opens, when approached, by message or virtual object and dispenses Crystal of Compassion when pedestal is clicked.]

PARAM {
KEY {1}
TYPE {FRAME}
COMMENT [Quest Editor display:]
DISPLAY {}}

PARAM {
KEY {2}
TYPE {INT}
DEFAULT {1}
COMMENT [Message to open pyramid:]}

PARAM {
KEY {3}
TYPE {OBJECT}
COMMENT [Virtual object to open pyramid:]}

PARAM {
KEY {4}
TYPE {OBJECT}
DEFAULT {ITEM_CRISTAL5}
COMMENT [Crystal dispensed:]}

PARAM {
KEY {5}
TYPE {SOUND}
COMMENT [Sound made when pyramid opens:]}

PARAM {
KEY {6}
TYPE {ALPHA}
COMMENT [Effect made when pyramid opens:]}

PARAM {
KEY {7}
TYPE {TEXT}
COMMENT [Pyramid's name:]}

CODE [
TRAP {
KEY {%0}
FLAG {ACTIVE|HANDLE|SIDEDETECT|NEEDPOS|LIGHT|LIGHTBUFFER|NOSHADOW|TRANSMIT}
SKELFILE {PYRA}
NAME {%7}

STATE {
KEY {CLOSED}
SETCOLLID {5}
SKELNAME {PCRISTAL}
SKELANIM {STATIC}
MULTI {
CONDITION {
MSG {%2}
GOTO {COLLIDCHECK}}
CONDITION {
OBJECT {%3}
GOTO {COLLIDCHECK}}}}

STATE {
KEY {COLLIDCHECK}
SETCOLLID {5}
SKELNAME {PCRISTAL}
SKELANIM {STATIC}
MULTI {
CONDITION {
COLLIDEX {1,6,1}
GOTO {OPENING}}}}

STATE {
KEY {OPENING}
SKELNAME {PCRISTAL}
SKELANIM {OPEN}
SETCOLLID {5}
ACTION {
SOUND {%5}
EFFECT {%6}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {OPEN}}}}

STATE {
KEY {OPEN}
SKELNAME {PCRISTAL}
SKELANIM {STATIC1}
CLEARCOLLID {5}
JUMP {WAIT}}

STATE {
KEY {WAIT}
SKELNAME {PCRISTAL}
SKELANIM {STATIC1}
SETCOLLID {1}
MULTI {
CONDITION {
CLICK {}
GOTO {CRYSTAL}}}}

STATE {
KEY {CRYSTAL}
SKELNAME {PVIDE}
SKELANIM {STATIC}
SETCOLLID {1}
ACTION {
SOUND {CRISTAL}
EFFECT {CRYSTAL}
OBJECTMOUSE {%4}}}}]}

 

STATE_MACHINE {
KEY {PyramidCrytsalSenseWear}
COMMENT [Pyramid (with 5 collision radius) that opens when approached whilst wearing oject and dispenses Crystal of Compassion when pedestal is clicked.]

PARAM {
KEY {1}
TYPE {FRAME}
COMMENT [Quest Editor display:]
DISPLAY {}}

PARAM {
KEY {2}
TYPE {OBJECT}
COMMENT [Object worn to open pyramid:]}

PARAM {
KEY {3}
TYPE {INT}
DEFAULT {6}
COMMENT [Detection radius (minimum is 6):]}

PARAM {
KEY {4}
TYPE {OBJECT}
DEFAULT {ITEM_CRISTAL5}
COMMENT [Crystal dispensed:]}

PARAM {
KEY {5}
TYPE {SOUND}
COMMENT [Sound made when pyramid opens:]}

PARAM {
KEY {6}
TYPE {ALPHA}
COMMENT [Effect made when pyramid opens:]}

PARAM {
KEY {7}
TYPE {TEXT}
COMMENT [Pyramid's name:]}

CODE [
TRAP {
KEY {%0}
FLAG {ACTIVE|HANDLE|SIDEDETECT|NEEDPOS|LIGHT|LIGHTBUFFER|NOSHADOW}
SKELFILE {PYRA}
NAME {%7}

STATE {
KEY {CLOSED}
SETCOLLID {5}
SKELNAME {PCRISTAL}
SKELANIM {STATIC}
MULTI {
CONDITION {
SENSEWEAR {%2,%3}
GOTO {OPENING}}}}

STATE {
KEY {OPENING}
SKELNAME {PCRISTAL}
SKELANIM {OPEN}
SETCOLLID {5}
ACTION {
SOUND {%5}
EFFECT {%6}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {OPEN}}}}

STATE {
KEY {OPEN}
SKELNAME {PCRISTAL}
SKELANIM {STATIC1}
CLEARCOLLID {5}
JUMP {WAIT}}

STATE {
KEY {WAIT}
SKELNAME {PCRISTAL}
SKELANIM {STATIC1}
SETCOLLID {1}
MULTI {
CONDITION {
CLICK {}
GOTO {CRYSTAL}}}}

STATE {
KEY {CRYSTAL}
SKELNAME {PVIDE}
SKELANIM {STATIC}
SETCOLLID {1}
ACTION {
SOUND {CRISTAL}
EFFECT {CRYSTAL}
OBJECTMOUSE {%4}}}}]}

 

STATE_MACHINE {
KEY {PyramidFlowerMVO}
COMMENT [Pyramid that closes when an orange flower is placed inside and sends a message and drops a virtual object.]

PARAM {
KEY {1}
TYPE {FRAME}
DEFAULT {FLEUR2VIE}
COMMENT [Quest Editor display:]
DISPLAY {}}

PARAM {
KEY {2}
TYPE {OBJECT}
DEFAULT {ITFLEUR}
COMMENT [Flower to give:]}

PARAM {
KEY {3}
TYPE {SOUND}
DEFAULT {STONEDRAG}
COMMENT [Closing sound:]}

PARAM {
KEY {4}
TYPE {INT}
DEFAULT {1}
COMMENT [Message sent when closed:]}

PARAM {
KEY {5}
TYPE {OBJECT}
COMMENT [Virtual object dropped when closed:]}

CODE [
TRAP {
KEY {%0}
FLAG {HANDLE|ACTIVE|SIDEDETECT|NEEDPOS|LIGHT|LIGHTBUFFER|CLEARMOUSE|NOSHADOW|TRANSMIT}
SKELFILE {PYRA}

STATE {
KEY {OPEN}
SETCOLLID {1}
SKELNAME {SERRE1}
SKELANIM {STATIC}
MULTI {
CONDITION {
OBJECT {%2}
GOTO {CLOSING}}}}

STATE {
KEY {CLOSING}
SETCOLLID {1}
SKELNAME {SERRE2}
SKELANIM {CLOSE}
ACTION {
SOUND {%3}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {CLOSED}}}}

STATE {
KEY {CLOSED}
SETCOLLID {1}
SKELNAME {SERRE2}
SKELANIM {STATIC}
ACTION {
MSG {%4}
OBJECT {%5}}}}]}