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Posted: Mon May 14, 2007 4:56 pm
by ç i p h é r
Do you have the time to make this change and commit the blueprints to the repository? The only other thing I think we could adjust are the door models. They all default to the same one, which doesn't make much sense between metal, stone, and wood. Minor point, but other than that, I don't expect we'll have a need for another doors release, which means we can publish it as soon as the adjustments are made.

Posted: Mon May 14, 2007 6:02 pm
by AcadiusLost
Haven't looked at this lately, but did we actually get things like listening at doors scripted? I noticed that the beta 1.06 has functions to set saving throws and hardness for door objects, are these something already defined in the blueprints in our case?

I can probably get the ABR doors updated (with appearances) sometime this week, though it may not be a good week for it, so if someone else has a block of time for it, they're welcome to take care of it.

Posted: Mon May 14, 2007 6:45 pm
by ç i p h é r
Yeah, Ronan coded the listening. Hardness should be set correctly right in the blueprints, although the hit points will vary based on the quality/strength of the door (strong, weak, etc).

Posted: Mon Jun 18, 2007 3:47 pm
by Thangorn
the scripts for the abr doors are a bit all over the place I noticed when I was trying to build the template inn..

actual abr scripts in the abr package -:
acf_door_onclose
acf_door_onconversation
acf_door_damaged
acf_door_death
acf_door_hbeat
acf_door_onlock
acf_door_attack
acf_door_onopen
acf_door_castat
acf_door_unlock
acf_door_userdef
acf_door_onclick
acf_door_onfail

what is listed in the onevents scripts on the abr doors -:
acf_door_onclosed (does not exist)
acf_door_onconversation
acf_door_ondamged (no such script)
acf_door_ondeath (no such script)
acf_door_ondisarm (nothing written for this)
acf_door_onheartbeat (no such script)
acf_door_onlock
acf_door_onmeleeattacked (no such script)
acf_door_onopen
acf_door_onspellcastat (no such script)
acf_door_ontraptriggered (nothing written for this)
acf_door_onunlock
acf_door_onused (nothing written for this)
acf_door_onclick
acf_door_onfailtoopen (no such script)

I dont know whether other updates have been done but the doors are a bit borked too. Every time I tried to export scripts or import scripts to the doors I got toolset exceptions.. theyd be easy to fix otherwise.

I dont think I've got the expertise and patience to fix these myself as these exceptions are occurring otherwise I would.

Posted: Mon Jun 18, 2007 4:29 pm
by AcadiusLost
Hmph, was halfway through writing a post about the doors.xml, before realizing I didn't make one.

I'll make sure one comes with the next ACR release, so you can import script set collectively across the blueprints, then update instances in the module if you like.

Posted: Mon Jun 18, 2007 10:41 pm
by ç i p h é r
Or if you just want to grab the scripts, you can download them from here:

http://alfa-bmf.svn.sourceforge.net/vie ... ents/door/

All acf_* files need to be in every module. They are your hooks into the ACR. which will be distributed as a hak.

p.s. Purge your existing acf_door_* files first.