by Garth's Equipment Shop » Sat Sep 12, 2009 10:11 pm
My test confirms the lack of touch macro functionality. There is not even faulty functionality. It just simply does nothing apparent.
I created a very simple test macro, it just shows a short message saying "Your caught!" and if it worked I intended on having certain enemies set so that they did not harm you but would chase you and if they caught up with you thus 'touching' or bumping you or you bump into them you get caught and teleported to a POW cell. But it did not even show the short message upon collision.
But there is a way to accomplish what I tried to do without using a creature. Just make a space or obstacle that runs a macro when bumped that displays the message your caught or whatever and then use some set LOC[] commands to teleport the player to wherever you want, like my POW cell. My POW cell is in an altogether different region so I have to change all the LOCs, example:
[Add short message here or just have it the msg that displays when blocked by this space/obstacle. I prefer to put it in the macro here and use SMSG instead of BMSG so that it waits for a keypress to continue before teleporting thus allowing you time to read the message explaining what is happening.]
SET LOC[RG] = 2
SET LOC[RM] = 1
SET LOC[x] = 3
SET LOC[y] = 3
That would send the caught playerchar to Region 2, Room 1, at coordinates 3,3 - the location of my POW cell. And I can also place the above inanimate guard or jailer over a 'live' guard that can move and fight and have the jailer space disappear if destroyed [setting a low threshold]
That should allow it to be replaced by the real guard underneath when shot at [with the low threshold it ought to disappear in one shot and since the icons are the same the change should appear seamless as if he just all of a sudden decided to start shooting and ranged attacks should not trigger the bump/capture macro.
Hope that helps ya out with what you were trying to accomplish. If that didn't make sense to you, let me know and I'll try to show by example since I am describing something I've actually already done in my own game.
My test confirms the lack of touch macro functionality. There is not even faulty functionality. It just simply does nothing apparent.
I created a very simple test macro, it just shows a short message saying "Your caught!" and if it worked I intended on having certain enemies set so that they did not harm you but would chase you and if they caught up with you thus 'touching' or bumping you or you bump into them you get caught and teleported to a POW cell. But it did not even show the short message upon collision.
But there is a way to accomplish what I tried to do without using a creature. Just make a space or obstacle that runs a macro when bumped that displays the message your caught or whatever and then use some set LOC[] commands to teleport the player to wherever you want, like my POW cell. My POW cell is in an altogether different region so I have to change all the LOCs, example:
[Add short message here or just have it the msg that displays when blocked by this space/obstacle. I prefer to put it in the macro here and use SMSG instead of BMSG so that it waits for a keypress to continue before teleporting thus allowing you time to read the message explaining what is happening.]
SET LOC[RG] = 2
SET LOC[RM] = 1
SET LOC[x] = 3
SET LOC[y] = 3
That would send the caught playerchar to Region 2, Room 1, at coordinates 3,3 - the location of my POW cell. And I can also place the above inanimate [I could animate it by the way if I wanted to] guard or jailer over a 'live' guard that can move and fight and have the jailer space disappear if destroyed [setting a low threshold]
That should allow it to be replaced by the real guard underneath when shot at [with the low threshold it ought to disappear in one shot and since the icons are the same the change should appear seamless as if he just all of a sudden decided to start shooting and ranged attacks should not trigger the bump/capture macro.
Hope that helps ya out with what you were trying to accomplish. If that didn't make sense to you, let me know and I'll try to show by example since I am describing something I've actually already done in my own game.