thanx for the update. i'am converting all the nifs right now. will take a while. i will post al screenshot when i'am done ( if the zone still loads with all geometry ).
I got no PM until now, maybe you can't send one ?
thanx for the update. i'am converting all the nifs right now. will take a while. i will post al screenshot when i'am done ( if the zone still loads with all geometry ).
I got no PM until now, maybe you can't send one ?
Seemed your right:
"To be able to send PMs your post count must be 10 or greater"
I didnt even read the message until I just tried to send you another PM. But I guess its fixed now as this should be my 10th message
So Try #2, pm inc![]()
Da_Teach... that name is familiar to me and if I remember correctly it's a BIG name.
Got it , thanx. i will let you know if it worked.
All nifs converted and loaded. i can still navigate through the map view without too much lag. Still need to add water and the holes for caves and stuff.
another screenshot:
![]()
Last edited by HansW; 05-10-2009 at 02:24 PM.
Not sure if this has been brought up or not, but is there a command to get your targets GUID ? or a list of GUID's somewhere? Alot of the scripts require a GUID to use.
EDIT: nevermind i found how to get the GUID of a target
Last edited by xdarkaix; 05-11-2009 at 06:42 AM.
Release 0.94:
Added the known hacks:
All functions take on parameter : 0 = off , 1 = on
SetCollision (), 0 = now collision checks, 1 = collision checks
SetGroundCollision(), 0 = now collision checks, 1 = collision checks
SetLOSCheck(), 0 = now los checks, 1 = los checks
SetFallDamage(), 0 = no fall damage , 1 = fall damage
LockRespawn(), 0 = respawn normal , 1 = respawn where you died
example for the noobs out there : /script SetCollision(0) enables the "wall-hack"
i also fixed the collision hack so you can turn it on and off now with the teleportation to the spawn point.
i did not test all the hacks, so please let me know if anything is not working.
Hey Hans, Is there a way to run multiple scripts through a macro? so you can cast multiple spells 1 after another through a macro?
not through a macro, you need to this in an addon. Addons can subscibe to an update event. They get called every frame. To cast mulitple spells in a row you would need to check for global cooldown and wether the spell is ready to be cast.
Take a look at this Addon : DECA - Addons - Curse
it seems to allow you to define different spells called by one marco. It also seems to check alot of conditions before it casts a spell. It might be as simple as calling one function, lets say, every 2 seconds. Take a look the original warradar addon. all it does is call one functioner ever x seconds. modifiy this to call the casting function from the DECA addon and you might be all set.
Another update to 0.95.
- Fixed a nasty bug in GetEntityFlag
- changed the LOS hack.
The LOS check now works, even if you had a Target selected that was not in LOS when you turned it on.
Release 0.96:
Added SetCameraDistance() -- for a better overview ;-)
^ this guy's very good. lol.
What can't you do, Hans.
He could probably hook you up with a hack for your toons to walk on water.
You could call it, "Feet of Jesus", and I think it would fit in with "Eye of the Tiger"
;-)
-Walk on water ("Feet of Jesus") (lol@name)
-Swim motion anywhere ("ImmaLandShark")
-Fly motion anywhere ("I am Magneto")
-Map teleport ("Beam me up Scotty")
-Move through players ("Astral Projection")