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-   -   MOD Questions: haveitem and REMA (http://forum.shrapnelgames.com/showthread.php?t=35879)

lexicat August 27th, 2007 08:33 PM

Re: MOD Questions: haveitem and REMA
 
What a swell space alien!

Thank you!
Lexicat

lexicat August 27th, 2007 10:30 PM

Re: MOD Questions: haveitem and REMA
 
Ok, so noitem works with passenger items, but haveitem does not seem to.

On a more general note, I wonder if it is possible to add an operator to negate any condition. (or just to insure that every condition function has an inverse function)?

Thanks again, squidge!

Lexicat

Phlagm August 28th, 2007 01:02 AM

Re: MOD Questions: haveitem and REMA
 
Lexicat, you can't negate a condition. YOu're just kind of stuck with what's already there.

and yeah, haveitem won't work with passengers. Even worse, it won't work with items you install!

-Jeremy

lexicat August 28th, 2007 12:14 PM

Re: MOD Questions: haveitem and REMA
 
Well boo!

But thanks for the feedback, Phlagm. So on further exploration it seems that noitem is likewise insensitive to passengers. I guess going the user variable is the way to go.

Lexicat

sgqwonkian August 29th, 2007 07:18 PM

Re: MOD Questions: haveitem and REMA
 
Weird that noitem ignores passengers.

It's used in ally_muk and ally_zorg in the main game, clearly intending it specifically to detect passengers or the lack thereof.

I guess that's officially a bug then, heh?

Phlagm August 30th, 2007 02:44 AM

Re: MOD Questions: haveitem and REMA
 
Hmm....perhaps not. I thought I remembered that being one of the issues, but now that you mention it, I think you're right, and that it will detect passengers after all.

Sorry about that. I still am pretty sure it won't work on installed items. I was intending to make lots of interesting stuff based on having things installed on your ship....like an eel drive that will abandon you to join the space whales, for example.


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