Fuse Choas Does Effect other than End as Victory(CSBuild)
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- ADDF_Toxic
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Fuse Choas Does Effect other than End as Victory(CSBuild)
How do I make an effect other than End as Victory for if Chaos Get's Fused? This would probably be DSA, right?
I'm a boy, unlike my avatar.
At the moment I don't believe you can. The effect that is generated when Chaos is fused is in the game engine. DSAs are only as powerful as Paul makes them - I oculd be wrong, but I believe he would need to find the signal/code that triggers the ending, and have it interrupted and send a message to a new type of DSA filter that could then process and interrupt the effect, and then be programmed to do things with that message.
What do you actually want to happen? Do you just want Chaos not be be able to be fused? Do you want him to be able to be 'fused (and if som to what effect) but not have the game end?
There is a party attack filter now (right, or did I dream that engine modification being released), so I believe you could intercept a message like 'fuse' and have it do something to Chaos if he was standing right infront (like delete him and add a Lord Order). This would be possible now and wouldn't require Paul to research the code.
What do you actually want to happen? Do you just want Chaos not be be able to be fused? Do you want him to be able to be 'fused (and if som to what effect) but not have the game end?
There is a party attack filter now (right, or did I dream that engine modification being released), so I believe you could intercept a message like 'fuse' and have it do something to Chaos if he was standing right infront (like delete him and add a Lord Order). This would be possible now and wouldn't require Paul to research the code.
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Why must you go down the corridor? It might be easier, for now, to either leave the original fuse chaos ending, or have your original 'kill' chaos idea then it lets you walk out of the door
On your own, if you really want this effect, I suspect you would want to use a party attack DSA that acts when the fuse is used, with perhaps another one verifying the party is right infront of Chaos and walls/flux cages are around him, then have another one being activated that recreates the fuse animation (remove Chaos, add order, move a fireball to explode on the square).
On your own, if you really want this effect, I suspect you would want to use a party attack DSA that acts when the fuse is used, with perhaps another one verifying the party is right infront of Chaos and walls/flux cages are around him, then have another one being activated that recreates the fuse animation (remove Chaos, add order, move a fireball to explode on the square).
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You could do it by making an attack filter DSA that checks every time a player uses the FUSE option to see if lord chaos is directly infront of the player and every other square around chaos is either a wall or has a fluxcage, which then cancels the attack, autoslays lord chaos, and opens a door. This will not trigger the ending but may require a hefty knowledge of DSA's to write.
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I just read that again. If chaos is by a one-space-wall, it won't work. If he is by a two-space-wall, it will work, from what I understood from my handbook.
1. What does < and > mean?
2. Where do I find these ID things?
I'm okay without the fireball thing if it won't work btw.
I think I am ready for this, just got a few questions that I see now:&DELETE <Chaos ID> &ADD <ID of an order trapped somewhere> then &MOVE <fireball missile>
1. What does < and > mean?
2. Where do I find these ID things?
I'm okay without the fireball thing if it won't work btw.
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You would create a Lord Order somewhere, trapped. You can then view its ID. You then use value when &ADDing a copy to where Chaos used to be. You'd also want a Grey Lord and perhaps another Chaos.
The whole fireball thing was just an idea to create an explosion that would be vaguely like the fuse. For this you would find the position of Order then move a newly generated missle to the square to create an explosion. Since zyx asked for this effect recently, I would not assume you can do it yet. Perhaps you can settle for adding and deleting Chaoses and Orders, with zoom sounds generated at the same time (using &SOUND I believe) before finally &ADDing a Grey Lord, perhaps with an additional &SAY to have the phrase 'thank you for freeing me, now run to the exit' or something.
The whole fireball thing was just an idea to create an explosion that would be vaguely like the fuse. For this you would find the position of Order then move a newly generated missle to the square to create an explosion. Since zyx asked for this effect recently, I would not assume you can do it yet. Perhaps you can settle for adding and deleting Chaoses and Orders, with zoom sounds generated at the same time (using &SOUND I believe) before finally &ADDing a Grey Lord, perhaps with an additional &SAY to have the phrase 'thank you for freeing me, now run to the exit' or something.
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No, the id is written in hexidecimal, not decimal - hexidecimal numbers go from 0 - 15 (10 = 1, 11 = b etc) instead of 0 - 9 in each column, so a column is a multiple of 16 not 10
So 02e0 in decimal = 0x16x16x16 + 2x16x16+15x16+0 = ...umm, calculator and brain far away, but a number anyway...
Edit: 752
So 02e0 in decimal = 0x16x16x16 + 2x16x16+15x16+0 = ...umm, calculator and brain far away, but a number anyway...
Edit: 752
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It should be:
&DEL takes 2 parameters and you only put one before executing &DEL.
Also, 736 alone doesn't mean anything. You must put L before to store 736 in the stack: L736
Lastly, the second parameter of &DEL is the location, that is the place where is standing the object you want to delete. You probably don't want to put 1, but the right number depends on how and when your DSA is triggered...
Code: Select all
L736 L1 &DEL
Also, 736 alone doesn't mean anything. You must put L before to store 736 in the stack: L736
Lastly, the second parameter of &DEL is the location, that is the place where is standing the object you want to delete. You probably don't want to put 1, but the right number depends on how and when your DSA is triggered...
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