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View Full Version : "Player detected" Alarm ON/OFF



NeeP
06-07-2014, 10:47 AM
Usually people want to have player detected alarm in spawn so they can check who's there, friend/enemy/neutral killing their monsters etc. But inside towns at refill this feature is really annoying.

My proposal: set the alarm for a list of waypoints, alarm on from starting waypoint cave (x/y/z) to justBeforeTown(x/y/z). This could be made in the walker section or in the alarm section.

I guess it's technically possible and it will help alot of people. Maybe it can even be implemented in apophis?

Fatality
06-07-2014, 10:53 AM
i think you can do that now, make it reach a label and loadsettings with player detected on, then when you leave loadsettings with it off.

pixie_frigo
06-15-2014, 03:33 AM
Yeah make a settingsfile where the alarm is off call it "alarmoff.xbst" than do

loadSettings("alarmoff", "Alarms")
Make one with the alarm on ("alarmon.xbst")
loadSettings("alarmon", "Alarms")

Fend
07-18-2014, 11:09 PM
I haven't used some of the Global functions but there is an Alert(). Create a function that loops through players on the screen. Toggle it on and off at whatever point in your script you want.



local Toggle = false

Module.New('LookAround', function(module)
if Toggle == true then
for name, creature in Creature.iPlayers( 7 ) do
alert()
module:Delay(1000)
end
module:Delay(500)
end
end)


set Toggle = true when you get to whatever label you want and set it to false when you get to a different label.

On a side note, I haven't used Alert() so I am not sure about this implementation.