http://wiki.minegoboom.com/index.php/Subgame wrote: |
New command: *objset +/-<object id>,+/-<object id>,... - sets state of listed
map/screen objects. +<object id> shows object and -<object id> hides it. For example "*objset +1,-20,+13" shows objects 1 and 13 and hides object 20. Command is meant to replace *objon and *objoff commands and it can be sent to player privately or to whole arena. Command is meant for humans to use, for bots there is special packet for toggling objects states which is much more efficient. See BuildLevel documentation for more info about the objects. [Continuum 0.38+] |
Cyan~Fire wrote: |
Did he say MERVBot? |
Code: Show/Hide // Continuum object modification // c2s (Object modify) 0a <pid(2)> <subtype=36(1)> <array of modifiers> enum _ObjectLayers { LAYER_BelowAll, LAYER_AfterBackground, LAYER_AfterTiles, LAYER_AfterWeapons, LAYER_AfterShips, LAYER_AfterGauges, LAYER_AfterChat, LAYER_TopMost, }; enum _ObjectModes { MODE_ShowAlways, MODE_EnterZone, MODE_EnterArena, MODE_Kill, MODE_Death, MODE_ServerControlled, }; typedef struct /* 11 by */ { BYTE change_xy : 1; // what properties to change for this object BYTE change_image : 1; BYTE change_layer : 1; BYTE change_time : 1; BYTE change_mode : 1; BYTE reserved : 3; WORD mapobj : 1; WORD id : 15; WORD x, y; // for screen objects, upper 12 bits are value, lower 4 are relative to what corner BYTE image; BYTE layer; WORD time : 12; // 1/10th seconds WORD mode : 4; // 0=AlwaysOn 5=ServerControlled } lvzObject; |
Muskrat wrote: |
Duh. I wanna know how to do it with Mervbot. |
Code: Show/Hide typedef struct Obj_
{ BYTE map_obj; // non-zero if object is a map object (not screen object) WORD id; // object's id from LVZ file (object must exist) BYTE xrel; // what is Obj.x relative to (screen objects only) BYTE yrel; // what is Obj.y relative to (screen objects only) short x; // object's new x position short y; // object's new y position } Obj; void (*MoveObjects) (Player *pp, Obj *obj, int obj_count); |
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Whats the object count for? |
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And out of curiosity, why dont you specify that the map_obj value only be the high bit in the id? |