October 5th, 2008, 01:51 PM | #1 |
Join Date: Oct 2008
Posts: 1
|
Spawn/Destroy Objects?
I've been trying to find a way to spawn and delete objects after certain events. Like killing a boss for supplies will make the main base upgrade with more buildings and supplies. I saw a thread farther down that said it wasn't possible, but the post was over a year old and I was hoping there was some sort of updates to the ring. If not...=(.
|
October 5th, 2008, 08:19 PM | #2 |
Join Date: Dec 2004
Posts: 1,331
|
Re: Spawn/Destroy Objects?
Deleting objects is possible; there's a macro object for that, "scenery remover" if I recall.
Spawning objects however is still not possible. And no, deleted objects can't be respawned either, gone is gone. There's only been one update to the Ring so far, a few months after it was launched, which did fix a lot of bugs and add a bunch of features. But that's almost two years ago now, and there've been no more updates to the Ring since. In fact, there've slowly been features breaking down again since then. If anything, less is possible in the Ring now than there was a year ago. |
October 6th, 2008, 07:22 PM | #3 | |
Join Date: Nov 2006
Location: Seattle, WA
Posts: 11
|
Re: Spawn/Destroy Objects?
Quote:
|
|
October 13th, 2008, 06:41 PM | #4 |
Join Date: Sep 2004
Posts: 1,025
|
Re: Spawn/Destroy Objects?
Sometimes you might be able to work your way around it for spawning or despawning objects, but it takes a lot of creativity to do...
for example; for my scenario 'run homin run' I wanted to light a couple of fires, to make a couple of cutes follow it. Well, you cannot spawn them, so that didnt work. But you can despawn fires, so I did it the other way around, and told the player to turn off the fires. But that would leave a 'spot' where a old fireplace should be... I solved that by putting an old fireplace directly at the spot of the burning fireplace, which resulted in a burning fireplace on top of a dead fireplace, so that it would look like the fire was turned of, instead of a fire that completely disapeared. |
October 13th, 2008, 07:48 PM | #5 |
Join Date: Dec 2004
Posts: 1,331
|
Re: Spawn/Destroy Objects?
Indeed, so the only way to simulate a building being built, would be to place a large pile of rubble on top of the building so that it completely covers the building, then despawn the pile of rubble when the event is triggered.
You can then despawn the building itself later, to simulate it being destroyed again. However, then you're stuck, and only a restart of the scenario will restore the initial situation. A base that indefinitely grows and shrinks dynamically as the situation changes, is not possible. |
December 8th, 2008, 03:13 AM | #6 |
Join Date: Nov 2008
Posts: 4
|
Re: Spawn/Destroy Objects?
I haven't tried changing locations with acts yet, but could a new location save be used to simulate this in any way?
I was trying to do the same thing with lighting a fire... guess you could do something really dodgy and have the fire move afew meters to where something has disappeared that was covering it >.< |
«
Previous Thread
|
Next Thread
»
Thread Tools | Search this Thread |
Display Modes | |
|
|
All times are GMT +2. The time now is 04:01 AM.