Got it working. Thank you again for spending the time with me. I can't stress enough how helpful this tool is, I hope others realize it and use it as well. I'm sure I'll be seeking advice when I screw something up as I merge on to bigger and better things and ideas.
So I have all my basic stuff working, and I was working on spawning bases for random events for my members to do for fun. I got it to work and it went well. However, sometimes the POI's I randomly pick are too easy. I noticed you can spawn in enemies using the debug menu, I am assuming those are hidden commands somewhere in the ai maybe? I would love to be able to spawn an enemy, or 5, within say 5 coord or so from a target players coords. Is this something that can be done with commandcrate? I can't find the actual internal game commands/process to spawn enemies to even start trying to write something for commandcrate to be able to send. any ideas?
something like /spawnmonster playername golemice 2 and that would drop 2 golems on their heads as a surprise.
It would be nice I believe it *might* be possible with the new modAPI (not certain, but there were talk about it atleast I think) It is however not possible with current My best suggestion would be to make very simple POIs that just barely function + have a spawner or ten & spawn these, and delete them after (Destroying from console cmd destroy <entityid>)
So I am wanting to use cc to announce when a player levels. I see in 1.17 we can add Hooks and I see various types to use like playerdeath, connect, etc. I don't see one for PlayerLevel. does that exist? Can this be done with cc?
I don't quite recall what {PlayerExp} returns, but I believe you can determine what level they are based on that; If you make a script that runs every few secs, checking if this value is different than last threshold you want, you can prolly do something; There's nothing natively doing it, since frankly levels have been a bit of a joke so far (And would take some amount of ressources to check every so often just to toss an event for.. New API may have a better way to go about it, so might add it in the future) But atm, I think your best bet would be to store some data about the player, if PlayerExp works like I recall, you can use it to determine their level, and then every idunno minute? check if their resolved value is greater than stored when resolved to levels
Makes sense. Honestly I dunno if the idea of congratulations in chat is worth the resources to have a script run all the time. It was a cool thought, but probly worth way more effort than rewards. lol
You can ofc. make the delay whatever you feel like. Can run every min even, if you're fine with the messages being potentially delayed by a min (etc)
Hey boss, is there a hook that I can toss up a telnet text to when a player (any player) enters a certain playfield?
Yeah, have a look at these; (Second and third) Code: 1.17.1 - HookOn: (String, required if you use Hooks (see 1.17)) What detail do you want the mod to 'hook' onto. - 'gamestart': Will fire when the first player enters the game, since last server start. Might be usefull for setting some dynamic variables. - 'changedplayfield': Will fire when a player changes playfield. You may use {thisplayer}: triggering players entityid, {thissteam}: triggering players steamid, {thisplayfield}: playfield changed TO, {previousplayfield}: playfield changed FROM (names of playfield). - 'firstonplayfield': Similar to 'changedplayfield', but will only fire the first time any player enters the playfield, since last server start. You may use {thisplayer}: triggering players entityid, {thissteam}: triggering players steamid, {thisplayfield}: playfield changed TO
Ok, so....according to this section under 1.17.1 - 'changedplayfield': Will fire when a player changes playfield. You may use {thisplayer}: triggering players entityid, {thissteam}: triggering players steamid, {thisplayfield}: playfield changed TO, {previousplayfield}: playfield changed FROM (names of playfield). I read that as I can use {thisplayfield} as the playfield the person is changing to. So when I use that, it resolves as a string as is, not the actual playfield name. If I use {PlayerPlayfield} or {TargetPlayfield} it resolves to the playfield the person is leaving, not going to, therefore fires when they leave....and I want it to fire when they enter. this is my code of a little practice thing I'm messing with to nail down the logic: Code: Entries: #PVP Gold Farming Zone# - EntryKey: EnterGoldZone Version: 1.0 CommandEntry: - i: 0 type: key key: gold Hooks: - HookOn: changedplayfield HookCommand: gold Actions: - Conditionals: - Conditions: - Condition: "{thisplayfield}==El Dorado Asteroid Field" ExecuteCommand: - TextAll: "{PlayerName} has entered El Dorado to search for riches. Kill them." Ultimately I will like to make a message saying the person left the playfield and you missed your chance to kill them and take their ****, and a message that says a person entered teh area, go kill them and take their ****. Where am I going wrong on the playfield section?
Ok, so The hook parameters can only be used in "HookCommand" So if you want to transfer the playfield they are changing to, you need to do like HookCommand: gold {thisplayfield} And in the commandentry have a second param for the playfield You may want to encase it in '{thisplayfield}' since it can contain spaces
Exacute, still around brother? I tried to send you a DM but I'm not sure I did it right as I never message via here, lol.
I was just going to reach out to him to see if he would be updating CC to work with recent updates; or to see if he had any suggestions on what I could to to make it work. It was an invaluable tool and I loved all that it could do and how much it simplified my workload as an admin. The ability to have custom scripting was great and I had automated 90% of the routine tasks through scripts I wrote via CC.