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Kyred Master

Joined: 16 Mar 2007 Posts: 593 Location: Tulsa, OK
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Posted: Wed Feb 13, 2008 8:35 pm Post subject: Position Recorder |
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Normally when making a quest, you need to provide specific x y z positions to place things where you need them. This can be annoying and time consuming when you have to jot down the positions on a piece of paper, or in notepad.
http://files.filefront.com/QuestKitcs/;9628512;/fileinfo.html
To speed things up, I have made a script that will record positions for you, and store then in a file. Then, you can copy and paste the positions when you start typing the code for your quest. To record a position, all you need to do is hit your pack key (as an admin. Also, if the onConsider does not give a positon [cuz an object is in your LOS], then you need to use #getposition). When you want to save everything, just type "!save <FileName>" and all the positions will be stored in "<FileName>KitData.cs". You can also continue previous work by typing "!load <FileName>".
Also, the script must be activated by typing "!on" ("!off" turns it off).
There are also extra commands that I have added which help with managing the list. They include:!pos delprev -Deletes previous position.
!pos delete <index#> -Deletes a position.
!pos name <index#> <name> -Can also rename positions. Use this as a memory aid for what the position is for.
!pos nextname -Gives the next position this name tag.
!pos override <index#> -Overrides position.
!pos clear -Clears all positions.
!pos list -Lists all current positions with index# and name tags.
!clear -Clears all positions.
Eventually, I want to expand this script to allow whole quest commands to be written to a file (for example, you do !spawnpoint <botType> <name> <ect.> will cause the next position to be recorded and as say(0,#spawn blah blah bleh"); or something like that.)
NOTE: This script requires Presto to work properly. Also, it modifies your #say command, so I reccommend not adding exec(QuestKit); to your autoexec.cs. Instead, just exec() it in the console when you need it. |
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Eagle101 Peasant
Joined: 11 Apr 2007 Posts: 149 Location: Australia
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Posted: Thu Feb 14, 2008 12:11 am Post subject: |
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Why not go one step further and provide a small executable alongside quest scripts (from now on) that will read the output of your recorder and edit the positioning variables within the scripts? If using a compiling language takes too long there are easy to use interpreting languages like Python (sorry for not mentioning others, I'm really not sure what exists out there right now) which can do everything quite fast and also has modules which allow compilation (meaning there is no need to install the python environment). _________________ Looks like roadkill... DINNER! |
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Jaegex Warrior
Joined: 25 Nov 2007 Posts: 325 Location: C:/Assholes/An Hueg assholes/Jaegex.virus
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Kyred Master

Joined: 16 Mar 2007 Posts: 593 Location: Tulsa, OK
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Posted: Thu Feb 14, 2008 3:55 pm Post subject: |
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| Eagle101 wrote: | | Why not go one step further and provide a small executable alongside quest scripts (from now on) that will read the output of your recorder and edit the positioning variables within the scripts? If using a compiling language takes too long there are easy to use interpreting languages like Python (sorry for not mentioning others, I'm really not sure what exists out there right now) which can do everything quite fast and also has modules which allow compilation (meaning there is no need to install the python environment). | My knowledge of programming is limited to 2 scripting languages (Darkstar/Torque and Unreal Script) and 1 programming language (Java. And I'm not an expert on it either) . I don't have the free time, like I used to, to learn another language. My Calculus and Physics classes take up most my time  |
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