by justin024 » Tue Sep 20, 2005 3:56 am
Would something like this not work? I am pretty sure it would for the most part. You just want the easy way out. Make sure to use acs_executealways! You might want to double check all that yourself before actually applying it
Code: Select all
int fish[3] = {1, 2, 3}; //Each fish has its own tid
int i = 0; //index counter
#define water_height -128 * 65536 //water limit, probably a good idea to be slightly lower than the actual fake floor, especially if there are terrain splashes
script 1 (void)
{
i=0;
while (i < 3)
{
if (getactorz(fish[i++]) >= water_height)
{
thrustthingz(fish[i - 1], 160, 1, 0);
}
}
delay(15);
i = 0;
while (i < 3)
{
if (thingcount(t_none, fish[i++]) > 0)
{
restart;
}
}
}
EDIT: I have applied this script to my mod and it seems to work well
Would something like this not work? I am pretty sure it would for the most part. You just want the easy way out. Make sure to use acs_executealways! You might want to double check all that yourself before actually applying it ;)
[code]int fish[3] = {1, 2, 3}; //Each fish has its own tid
int i = 0; //index counter
#define water_height -128 * 65536 //water limit, probably a good idea to be slightly lower than the actual fake floor, especially if there are terrain splashes
script 1 (void)
{
i=0;
while (i < 3)
{
if (getactorz(fish[i++]) >= water_height)
{
thrustthingz(fish[i - 1], 160, 1, 0);
}
}
delay(15);
i = 0;
while (i < 3)
{
if (thingcount(t_none, fish[i++]) > 0)
{
restart;
}
}
}[/code]
EDIT: I have applied this script to my mod and it seems to work well