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AbandonedCashew

Modding
Action 208

8 posts in this topic

Used apparently only in CTF,

Heres the context:

For each flag in the map...

If a player is not being assassinated

And if a relation X is True between the players slave and the flag

Then give the player the flag.

If we know what Relation X is then we know what this action does.

Any ideas?

Edited by AbandonedCashew

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It is only used in CTF. So it involves something unique to CTF.

I just realized that CTF gives you a third weapon without dropping your current one. How? Maybe it enables the player to pickup that weapon as a third weapon? The bool could just be weather or not it was a success.

CTF Seems to be the only gametype where the flag is not used as an object. Maybe it's something along the lines of weather or not the flag is attached to the player. This could be easy to test.

Edited by Zerker24

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Player is being assassinated is NOT Action 208. They arent the same in any way and are both used consecutively in CTF, read the op again, thats the pseudo from CTF.

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Maybe it is player is not holding flag?

Why would it be activating on true then? It makes sense other than that.

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Why would it be activating on true then? It makes sense other than that.

 

Grabbed it straight from CTF

<E type="Action" name="Action208">                    <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player" />                    <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.Object" />                    <Param type="CustomReference" varRefType="Scratch">NumericScratch1</Param>                  </E>

I'm betting thunder is right as it is under the objectfilter_flag trigger, & looking at it it checks for an object & player in the first param. Looks for the second object in a second param. Than lastly puts a numericscratch on whatever it is s'posed to do. 

 

I looked at his wumbalo just now, lol. 

 

Why not just set it up how you think it should go & test this out? It never hurts to try, its not like the universe is going to explode. lol.

Edited by Cosmic lightning

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Player is being assassinated is NOT Action 208. They arent the same in any way and are both used consecutively in CTF, read the op again, thats the pseudo from CTF.

I was thinking of 205, sorry.

 

Maybe it is player is not holding flag?

But the flag is nothing more than a prop, something that just gets attached the the left hand.

 

More specifically I'd say it's related to something that sorta checks against whether ObjectAttachToMarker (Action203). Technically there could be anything attached, even though the flag seems to be the only thing set up that way. I'd call that an CanObjectAttachToMarker since it happens before the ObjectAttachToMarker event and before the giving of the flagnum

 

I just realized that CTF gives you a third weapon without dropping your current one. How? Maybe it enables the player to pickup that weapon as a third weapon? The bool could just be weather or not it was a success.

 

ObjectAttachToMarker is what gives you the flag in the left hand marker. It just happens that the player gets a special CTF magnum with the animations set up to carry something in the left hand. It uses "Add" with BipedGiveWeapon to add the weapon no matter whether you're carrying one or two.

                  <E type="Action" DBID="121" name="BipedGiveWeapon">                    <Param name="ObjectVar" type="ObjectReference" varRefType="Player.SlaveObject" dataType="Iterator.Player" />                    <Param name="WeaponType" type="ObjectTypeIndex">storm_magnum_ctf</Param>                    <Param name="Mode" type="AddWeaponMode">Add</Param>                  </E>
Edited by Teancum

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