"ZeXLR8er!!" said:
Federation Station;//name--------------------------------------- 22;//identifier -1;//map type to place to -1=any map 0=> type from areas.dat 0;//plot_object class 14;//object definition number 0;//number of objects to be placed 0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2 0.000000;//location parameter0 0.000000;//location parameter1 0.000000;//location parameter2 2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 34;//particle to shown on radar qfreq.wav;//radiate sound -1.000000;//time to delete object in milliseconds, -1=don't delete 1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1 0;//trigger event parameter1 1;//show help text for conditions begin_effects_block; none;//event text none;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; end_conditions; begin_effects; 44;//effect number 0.0500000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; none;//event text none;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; end_conditions; begin_effects; 4;//effect number 0.0500000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 end_effects; none;//event text none;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; end_conditions; begin_effects; 4;//effect number 0.0500000;//parameter1 1.000000;//parameter2 8.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; Try this. That won't work. All the effects must be in the same block. Observe the code for the ammo dispenser (which, I might add, works fine):
Ammo dispenser;//name--------------------------------------- 23;//identifier -1;//map type to place to -1=any map 0=> type from areas.dat 0;//plot_object class 19;//object definition number 0;//number of objects to be placed 0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2 0.000000;//location parameter0 0.000000;//location parameter1 0.000000;//location parameter2 2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner -1;//particle to shown on radar none;//radiate sound -1.000000;//time to delete object in milliseconds, -1=don't delete 0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1 0;//trigger event parameter1 1;//show help text for conditions begin_effects_block; none;//event text use.wav;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; end_conditions; begin_effects; 16;//effect number Give ammo 15.000000;//parameter1 36.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 16;//effect number Give health packs 17.000000;//parameter1 2.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 4;//effect number Recharge Energy 1000.000000;//parameter1 1.000000;//parameter2 5.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block;
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