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Anti Lincense Test [Hilfe]
Discussion on Anti Lincense Test [Hilfe] within the S4 League forum part of the Shooter category.
01/02/2010, 02:58
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#1
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elite*gold: 0
Join Date: Dec 2009
Posts: 1,622
Received Thanks: 2,070
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Anti Lincense Test [Hilfe]
Hi alle zusammen,
ich habe mir vorgenommen einen weg zu finden die Lincense Tests, die beim Kauf einer waffe benötigt werden, zu "deaktivieren".
Zuerst Probierte ich in Ressource/Script die Lincense_Railgun.lua zu bearbeiten.
Erst getestet ganz leeren Code, Dann Code einer anderen Lincense, doch bei jedem kam eine Fehlermeldung, und S4League Stürzte ab.
Dann schaute ich in die eu_iteminfo.x4 und mir fiel auf dass bei klamotten, für die man bekanntlich keine lincense braucht, bei required lincense, lincense_none stand.
Dann änderte ich bei jedem teil der railgun den teil required lincense in dem lincense_railgun stand mit lincense_none aus.
Doch beim testen Brauchte man Trotzdem eine Lincense, und es startete der normale lincense test.
Weiß vielleicht einer wie man das am besten anstellt?
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01/02/2010, 03:00
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#2
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elite*gold: 1
Join Date: Dec 2009
Posts: 423
Received Thanks: 205
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u mean we can use skills or wep withour lincense??
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01/02/2010, 03:02
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#3
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Join Date: Sep 2009
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he try to make a license avoid, for new accounts after bann.
its sucks to make all licenses again with a clean resource.
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01/02/2010, 03:04
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#4
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Join Date: May 2009
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wenn da steht
require="LICENSE_PLASMA_SWORD" script="license_plasma_sword.lua"
umändern zu
require="LICENSE_NONE" script="license_plasma_sword.lua"
MfG Sasabi
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01/02/2010, 03:07
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#5
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Join Date: Dec 2009
Posts: 1,622
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Quote:
Originally Posted by Sasabi
wenn da steht
require="LICENSE_PLASMA_SWORD" script="license_plasma_sword.lua"
umändern zu
require="LICENSE_NONE" script="license_plasma_sword.lua"
MfG Sasabi
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Quote:
Dann änderte ich bei jedem teil der railgun den teil required lincense in dem lincense_railgun stand mit lincense_none aus.
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Falls es euch Weiterhilft kann ich mal eine lua einer lincense hier reinstellen.
Quote:
-- GetSpawnHelper¿ë »ó¼ö
SPAWN_FOCUS_ACTOR = 0
SPAWN_ENERMY_SENTRYGUN = 1
SPAWN_ENERMY_SENTYFORCE = 2
SPAWN_TRIGGER_BEGIN = 0
SPAWN_NOTIFY = 1
-- <------------------- GUIViewType -------------------> --
-- TutorialGUISet.h ³»¿ë°ú °°°Ô..
index = 0;
KEY_GUIDE = index; index = index + 1;
KEYBOARD_STATE_MOVE = index; index = index + 1;
KEYBOARD_STATE_JUMP = index; index = index + 1;
KEYBOARD_STATE_SKILL = index; index = index + 1;
KEYBOARD_STATE_SLIDE = index; index = index + 1;
KEYBOARD_STATE_NON = index; index = index + 1;
MOUSE_GUIDE = index; index = index + 1;
MOUSE_STATE_ACTIVE = index; index = index + 1;
MOUSE_STATE_NON = index; index = index + 1;
-- <---------------------------------------------------> --
--"SKILL_FLY"
--"SKILL_ANCHORING"
--"SKILL_STEALTH"
--"SKILL_SENSOR"
--"SKILL_SHIELD"
--"SKILL_WALL_CREATION"
--"SKILL_BIND"
--"SKILL_METALIC"
--"SKILL_BERSERK"
--"ATTACK_1_SUBMACHINE_GUN"
--"ATTACK_1_MACHINE_GUN"
--"ATTACK_1_RIFLE"
--"ATTACK_1_SENTRYGUN_BUILDER"
--"ATTACK_1_MINE_LAUNCHER"
--"ATTACK_1_MIND_ENERGY"
--"ATTACK_1_RailGun"
--"ATTACK_1_CANNONADE"
--"ATTACK_1_MIND_STROM"
--"ATTACK_1_SENTIWALL_BUILDER"
--"ATTACK_2_COUNTER_SWORD"
--"ATTACK_STRONG_COUNTER_SWORD"
--"ATTACK_WEAK_COUNTER_SWORD"
--"ATTACK_AFTERDASH2_COUNTER_SWORD"
--"ATTACK_AFTERDASH3_COUNTER_SWORD"
--"ATTACK_AFTERDASH4_COUNTER_SWORD"
--"ATTACK_JUMP_COUNTER_SWORD"
--"ATTACK_2_PLASMA_SWORD"
--"ATTACK_WEAK_PLASMA_SWORD"
--"ATTACK_STRONG_PLASMA_SWORD"
--"ATTACK_STRONG1_PLASMA_SWORD"
--"ATTACK_JUMP_PLASMA_SWORD"
--"RELOAD_MIND_ENERGY"
--"RELOAD_SUBMACHINE_GUN"
--"RELOAD_MACHINE_GUN"
--"RELOAD_RIFLE"
--"RELOAD_MINE_LAUNCHER"
--"RELOAD_RailGun"
--"RELOAD_SMG2"
--"RELOAD_CANNONADE"
--"RELOAD_MIND_STROM"
-- <----------------- Æ©Å丮¾ó ÃʱâÈ* -----------------> --
function OnRailGunLicenseTest()
TutorialSystem:SetTotalStage( 2 ); -- »ý¼ºÇÒ stepÀÇ °¹¼ö¸¦ ¼³Á¤
OnRailGunLicenseTestStep01 (); -- step1 »ý¼º
OnRailGunLicenseTestStep02 (); -- step2 »ý¼º
end
-- <---------------------------------------------------> --
-- Notify IDÀ̺¥Æ® ¸Þ¼¼Áö
NI_START = 101
NI_Text_Welcom01_OFF = 102
NI_Text_Welcom02_OFF = 103
NI_Text_Welcom03_OFF = 104
NI_SCORE_COMPLETED01 = 105
NI_ATTACK_1_RailGun = 106
NI_Text_CompleteTip01_on = 107
NI_Text_CompleteTip01_off = 108
NI_Text_CompleteTip02_on = 109
NI_Text_CompleteTip02_off = 110
NI_SCORE_COMPLETED02 = 111
NI_RELOAD_RailGun = 112
NI_CONGRATULATION = 113
-- ÅؽºÆ®
LoadStringTable( "Language/Script/tutorial_string_table.xml" );
TXT_Weapon_RailGun_01=GetString( "TXT_Weapon_RailGun_01" );
TXT_Weapon_RailGun_02=GetString( "TXT_Weapon_RailGun_02" );
TXT_Weapon_RailGun_03=GetString( "TXT_Weapon_RailGun_03" );
TXT_Weapon_RailGun_04=GetString( "TXT_Weapon_RailGun_04" );
TXT_Weapon_RailGun_05=GetString( "TXT_Weapon_RailGun_05" );
TXT_Weapon_RailGun_06=GetString( "TXT_Weapon_RailGun_06" );
TXT_Weapon_RailGun_07=GetString( "TXT_Weapon_RailGun_07" );
TXT_Weapon_RailGun_08=GetString( "TXT_Weapon_RailGun_08" );
TXT_Weapon_RailGun_09=GetString( "TXT_Weapon_RailGun_09" );
TXT_Weapon_RailGun_10=GetString( "TXT_Weapon_RailGun_10" );
TXT_Weapon_RailGun_11=GetString( "TXT_Weapon_RailGun_11" );
TXT_Weapon_RailGun_12=GetString( "TXT_Weapon_RailGun_12" );
TXT_Weapon_RailGun_13=GetString( "TXT_Weapon_RailGun_13" );
TXT_Weapon_RailGun_14=GetString( "TXT_Weapon_RailGun_14" );
TXT_Weapon_RailGun_15=GetString( "TXT_Weapon_RailGun_15" );
TXT_Weapon_RailGun_16=GetString( "TXT_Weapon_RailGun_16" );
TXT_Weapon_RailGun_17=GetString( "TXT_Weapon_RailGun_17" );
TXT_Weapon_RailGun_18=GetString( "TXT_Weapon_RailGun_18" );
TXT_Weapon_RailGun_19=GetString( "TXT_Weapon_RailGun_19" );
TXT_Weapon_RailGun_20=GetString( "TXT_Weapon_RailGun_20" );
TXT_Weapon_RailGun_21=GetString( "TXT_Weapon_RailGun_21" );
TXT_Weapon_RailGun_22=GetString( "TXT_Weapon_RailGun_22" );
TXT_Weapon_RailGun_23=GetString( "TXT_Weapon_RailGun_23" );
TXT_Weapon_RailGun_24=GetString( "TXT_Weapon_RailGun_24" );
ClearStringTable();
function OnRailGunLicenseTestStep01()
RailGunLicense = TutorialSystem:GetEmptyStage();
-- ij¸¯ÅÍ¹× ¼¾Æ®¸®°Ç ½ºÆù
-- ( Æ®¸®°Å ¹ßµ¿½ÃÁ¡, ½ºÆùŸÀÔ, ½ºÆùÇÒÆ®¸®°Å¹Ú½º, ½ÃÀÛÀ̺¥Æ®(SPAWN_NOTIFY À϶§¸¸ Àû¿ëµÊ), ¹ß»ýÀ̺¥Æ®( SPAWN_FOCUS_ACTOR °¡ ¾Æ´Ò°æ¿ì¿¡¸¸ Àû¿ëµÊ ) )
ActorSpawn = TriggerPackage:GetSpawnHelper( SPAWN_TRIGGER_BEGIN, SPAWN_FOCUS_ACTOR, "trg_spawn_point_01", 0, 0, 0, 0, true );
-- ¾ÆÀÌÅÛÁö±Þ
-- ( ÀåÂøÇÒ½½·Ô, ¾ÆÀÌÅÛ¾ÆÀ̵ð, in_½ÃÀÛÀ̺¥Æ® )
RailGunLoad = TriggerPackage:GetItemDuplicator( 0, 2030001, 0, 0 );
-- ÇØ´ç½Ã°£ÀÌ Áö³ª¸é À̺¥Æ® ¹ß»ý
-- ( in_½ÃÀÛÀ̺¥Æ®, out_¹ß»ýÀ̺¥Æ®, ½Ã°£( ms ), in_Á¾·áÀ̺¥Æ®, ¹Ýº¹¿©ºÎ ) À̺¥Æ®°ªÀÌ 0ÀÏ°æ¿ì ÀÛµ¿ÇÏÁö ¾ÊÀ½
Timer_TextStart = TriggerPackage:GetEventAlram( 0, NI_START, 0, 0, false );
Timer_Text_Welcom01_Delay = TriggerPackage:GetEventAlram( NI_START, NI_Text_Welcom01_OFF, 5000, 0, false );
Timer_Text_Welcom02_Delay = TriggerPackage:GetEventAlram( NI_Text_Welcom01_OFF, NI_Text_Welcom02_OFF, 3000, 0, false );
Timer_Text_Welcom03_Delay = TriggerPackage:GetEventAlram( NI_Text_Welcom02_OFF, NI_Text_Welcom03_OFF, 3000, 0, false );
Timer_Text_CompleteTip01_on = TriggerPackage:GetEventAlram( NI_SCORE_COMPLETED01, NI_Text_CompleteTip01_on, 500, 0, false );
Timer_Text_CompleteTip01_off = TriggerPackage:GetEventAlram( NI_Text_CompleteTip01_on, NI_Text_CompleteTip01_off, 4000, 0, false );
Timer_Text_CompleteTip02_on = TriggerPackage:GetEventAlram( NI_SCORE_COMPLETED02, NI_Text_CompleteTip02_on, 500, 0, false );
Timer_Text_CompleteTip02_off = TriggerPackage:GetEventAlram( NI_Text_CompleteTip02_on, NI_Text_CompleteTip02_off, 4000, 0, false );
KeyPermiter01 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_START, NI_START, false );
KeyPermiter02 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Text_Welcom03_OFF, NI_Text_Welcom03_OFF, true );
KeyPermiter03 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Text_CompleteTip01_on, NI_Text_CompleteTip01_on, false );
KeyPermiter04 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Text_CompleteTip01_off, NI_Text_CompleteTip01_off, true );
KeyPermiter05 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Text_CompleteTip02_on, NI_Text_CompleteTip02_on, false );
KeyPermiter06 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Text_CompleteTip02_off, NI_Text_CompleteTip02_off, true );
-- ÅؽºÆ® º¸ÀÌ°Ô ¼³Á¤
-- ( ÁÂÇ¥x, ÁÂÇ¥y, in_½ÃÀÛÀ̺¥Æ®, in_Á¾·áÇÒÀ̺¥Æ®, Ç¥½ÃÇÒÅؽºÆ® )
Text_Welcom01 = TriggerPackage:GetTextViewerExA(512, 250, NI_START, NI_Text_Welcom01_OFF, TXT_Weapon_RailGun_01 , "Resources/GUI/New/TutorialImage_1.gui", true, false);
Text_Welcom02 = TriggerPackage:GetTextViewerExA(512, 250, NI_Text_Welcom01_OFF, NI_Text_Welcom02_OFF, TXT_Weapon_RailGun_02 , "Resources/GUI/New/TutorialImage_1.gui", true, false);
Text_Welcom03 = TriggerPackage:GetTextViewerExA(512, 250, NI_Text_Welcom02_OFF, NI_Text_Welcom03_OFF, TXT_Weapon_RailGun_03 , "Resources/GUI/New/TutorialImage_1.gui", true, false);
Text_Guide01 = TriggerPackage:GetTextViewerEx(600, 500, NI_Text_Welcom03_OFF, NI_SCORE_COMPLETED01, TXT_Weapon_RailGun_04 , "Resources/GUI/New/TutorialImage_1.gui");
Text_Guide02 = TriggerPackage:GetTextViewerEx(600, 500, NI_Text_CompleteTip01_off, NI_SCORE_COMPLETED02, TXT_Weapon_RailGun_05 , "Resources/GUI/New/TutorialImage_1.gui");
Text_CompleteTip01 = TriggerPackage:GetTextViewerExA( 512, 300, NI_SCORE_COMPLETED01, NI_Text_CompleteTip01_off, TXT_Weapon_RailGun_08 , "Resources/GUI/New/TutorialImage_0.gui", true, false);
Text_CompleteTip02 = TriggerPackage:GetTextViewerExA( 512, 300, NI_SCORE_COMPLETED02, NI_Text_CompleteTip02_off, TXT_Weapon_RailGun_09 , "Resources/GUI/New/TutorialImage_0.gui", true, false);
Text_ClearStep01 = TriggerPackage:GetTextViewerExA(512, 250, NI_Text_CompleteTip02_off, 0, TXT_Weapon_RailGun_12, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
-- ( ÁÂÇ¥X, ÁÂÇ¥Y, in_¹ß»ýÀ̺¥Æ®, out_¿Ï·áÀ̺¥Æ®, ±ÛÀÚÆ÷¸ä, ÃÖÁ¾Á¡¼ö )
ScoreCheck01 = TriggerPackage:GetScoreObserver( 50, 200, NI_ATTACK_1_RailGun, NI_SCORE_COMPLETED01, TXT_Weapon_RailGun_06, 4 );
ScoreCheck02 = TriggerPackage:GetScoreObserver( 50, 220, NI_RELOAD_RailGun, NI_SCORE_COMPLETED02, TXT_Weapon_RailGun_10, 3 );
Dummy_ScoreCheck01 = TriggerPackage:GetTextViewerEx(50, 200, NI_SCORE_COMPLETED01, 0, TXT_Weapon_RailGun_07 , "");
Dummy_ScoreCheck02 = TriggerPackage:GetTextViewerEx(50, 220, NI_SCORE_COMPLETED02, 0, TXT_Weapon_RailGun_11 , "");
-- ( in_Á¾·áÀ̺¥Æ®, out_¹ß»ýÀ̺¥Æ®, °¨½ÃÇÒ°ø°Ý, À̺¥Æ®¸¦ Àü´Þ¹ÞÀ» ƯÁ¤Æ®¸®°Å )
ActorAttackCheck01 = TriggerPackage:GetActorAttackObserver( NI_SCORE_COMPLETED01, NI_ATTACK_1_RailGun, "ATTACK_1_RIFLE", ScoreCheck01 );
ActorAttackCheck02 = TriggerPackage:GetActorAttackObserver( NI_SCORE_COMPLETED02, NI_RELOAD_RailGun, "RELOAD_RIFLE", ScoreCheck02 );
RegActorAttackCheck01 = TriggerPackage:GetObserverRegister( NI_Text_Welcom03_OFF, ActorAttackCheck01);
RegActorAttackCheck02 = TriggerPackage:GetObserverRegister( NI_SCORE_COMPLETED01, ActorAttackCheck02);
NarOK01 = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\tutorial\\_rc_tut_nar_ok.og g", "", NI_SCORE_COMPLETED01, 0, 0, 0, 0 );
NarOK02 = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\tutorial\\_rc_tut_nar_ok.og g", "", NI_SCORE_COMPLETED02, 0, 0, 0, 0 );
GateOpen_Step01 = TriggerPackage:GetCollisionChecker("trg_arrive_01" , NI_CONGRATULATION, false);
RegGateOpen_Step01 = TriggerPackage:GetObserverRegister( NI_Text_CompleteTip02_off, GateOpen_Step01);
Arrow_Gate_off_01 = TriggerPackage:GetSceneVisible( true, "lc_arrow.scn", NI_START);
Arrow_Gate_on_01 = TriggerPackage:GetSceneVisible( false, "lc_arrow.scn", NI_Text_CompleteTip02_off);
MessageBox_Step01 = TriggerPackage:GetStageChanger( TutorialSystem, 0, 1, 0, 6 );
Congraturation_Step01 = TriggerPackage:GetTutorialComplete( NI_CONGRATULATION );
-- µî·Ï
RailGunLicense:Register(ActorSpawn);
RailGunLicense:Register(RailGunLoad);
RailGunLicense:Register(Timer_TextStart);
RailGunLicense:Register(Timer_Text_Welcom01_Delay) ;
RailGunLicense:Register(Timer_Text_Welcom02_Delay) ;
RailGunLicense:Register(Timer_Text_Welcom03_Delay) ;
RailGunLicense:Register(Timer_Text_CompleteTip01_o n);
RailGunLicense:Register(Timer_Text_CompleteTip01_o ff);
RailGunLicense:Register(Timer_Text_CompleteTip02_o n);
RailGunLicense:Register(Timer_Text_CompleteTip02_o ff);
RailGunLicense:Register(Text_ClearStep01);
RailGunLicense:Register(KeyPermiter01);
RailGunLicense:Register(KeyPermiter02);
RailGunLicense:Register(KeyPermiter03);
RailGunLicense:Register(KeyPermiter04);
RailGunLicense:Register(KeyPermiter05);
RailGunLicense:Register(KeyPermiter06);
RailGunLicense:Register(Text_Welcom01);
RailGunLicense:Register(Text_Welcom02);
RailGunLicense:Register(Text_Welcom03);
RailGunLicense:Register(Text_Guide01);
RailGunLicense:Register(Text_Guide02);
RailGunLicense:Register(Text_CompleteTip01);
RailGunLicense:Register(Text_CompleteTip02);
RailGunLicense:Register(Dummy_ScoreCheck01);
RailGunLicense:Register(Dummy_ScoreCheck02);
RailGunLicense:Register(RegActorAttackCheck01);
RailGunLicense:Register(RegActorAttackCheck02);
RailGunLicense:Register(NarOK01);
RailGunLicense:Register(NarOK02);
--RailGunLicense:Register(GateOpen_Step01);
RailGunLicense:Register(RegGateOpen_Step01);
RailGunLicense:Register(Arrow_Gate_off_01);
RailGunLicense:Register(Arrow_Gate_on_01);
RailGunLicense:Register(MessageBox_Step01);
RailGunLicense:Register(Congraturation_Step01);
--RailGunLicense:Register();
TutorialSystem:AddStage( 0, RailGunLicense );
end
-- ½ºÅÜ2
NI_Start_Step02 = 201
NI_Text_Step02Start_off = 202
NI_TestStart_Step02 = 203
NI_Text_TestStartStep02_OFF = 204
NI_Fail = 205
NI_Text_TestFail_OFF = 206
NI_Blast = 207
NI_Text_Blast_01_off = 208
NI_Success = 999
NI_Text_TestSuccess_OFF = 210
NI_Blast_01 = 211
NI_Blast_02 = 212
NI_Text_Blast_02_off = 213
NI_Text_Blast_03_off = 214
NI_Phase2 = 215
NI_SayThree = 216
NI_SayTwo = 217
NI_SayOne = 218
function OnRailGunLicenseTestStep02()
TestStage = TutorialSystem:GetEmptyStage();
SpawnHelper01 = TriggerPackage:GetSpawnHelper( SPAWN_TRIGGER_BEGIN, SPAWN_FOCUS_ACTOR, "trg_spawn_point_02", 0, 0, 0, 0, true );
RailGunLoad = TriggerPackage:GetItemDuplicator( 0, 2030001, 0, 0 );
Timer_StartStep02 = TriggerPackage:GetEventAlram( 0, NI_Start_Step02, 0, 0, false );
Timer_Text_Step02Start = TriggerPackage:GetEventAlram( NI_Start_Step02, NI_Text_Step02Start_off, 6000, 0, false );
Timer_ReadyStep02 = TriggerPackage:GetEventAlram( NI_Text_Step02Start_off, NI_TestStart_Step02, 6000, 0, false );
Timer_Text_TestStartStep02_off = TriggerPackage:GetEventAlram( NI_TestStart_Step02, NI_Text_TestStartStep02_OFF, 2000, 0, false );
Timer_End = TriggerPackage:GetEventAlram( NI_TestStart_Step02, NI_Fail, 300000, NI_Success, false);
TriggerPackage:SetShowEventAlram(Timer_End, 470, 50, TXT_Weapon_RailGun_13, 1 );
Timer_Text_TestFail_off = TriggerPackage:GetEventAlram( NI_Fail, NI_Text_TestFail_OFF, 3000, 0, false);
Timer_Text_TestSuccess_off = TriggerPackage:GetEventAlram( NI_Success, NI_Text_TestSuccess_OFF, 6000, 0, false);
Hold_Actor_Step02_01 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Start_Step02, NI_Start_Step02, false );
Realse_Actor_Step02_01 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_TestStart_Step02, NI_TestStart_Step02, true );
Timer_Blast_Msg_01 = TriggerPackage:GetEventAlram( NI_Blast, NI_Text_Blast_01_off, 1000, 0, false);
Timer_Blast_Msg_02 = TriggerPackage:GetEventAlram( NI_Blast, NI_Text_Blast_02_off, 1000, 0, false);
Timer_Blast_Msg_03 = TriggerPackage:GetEventAlram( NI_Blast, NI_Text_Blast_03_off, 1000, 0, false);
Text_Step02Start = TriggerPackage:GetTextViewerExA( 512, 250, NI_Start_Step02, NI_Text_Step02Start_off, TXT_Weapon_RailGun_14, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
Text_Step02Ready = TriggerPackage:GetTextViewerExA( 512, 250, NI_Text_Step02Start_off, NI_TestStart_Step02, TXT_Weapon_RailGun_15, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
Text_TestStartStep02 = TriggerPackage:GetTextViewerExA( 512, 250, NI_TestStart_Step02, NI_Text_TestStartStep02_OFF, TXT_Weapon_RailGun_16, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
Test_TestGuide = TriggerPackage:GetTextViewerEx(600, 500, NI_TestStart_Step02, NI_Success, TXT_Weapon_RailGun_17, "Resources/GUI/New/TutorialImage_1.gui" );
Text_TestFail = TriggerPackage:GetTextViewerExA( 512, 250, NI_Fail, NI_Text_TestFail_OFF, TXT_Weapon_RailGun_18, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
Text_TestSuccess = TriggerPackage:GetTextViewerExA( 512, 200, NI_Success, NI_Text_TestSuccess_OFF, TXT_Weapon_RailGun_19, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
Text_Blast_01 = TriggerPackage:GetTextViewerExA( 512, 310, NI_Blast, NI_Text_Blast_01_off, TXT_Weapon_RailGun_20, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
Text_Blast_02 = TriggerPackage:GetTextViewerExA( 512, 310, NI_Blast_01, NI_Text_Blast_02_off, TXT_Weapon_RailGun_21, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
Text_Blast_03 = TriggerPackage:GetTextViewerExA( 512, 310, NI_Blast_02, NI_Text_Blast_03_off, TXT_Weapon_RailGun_22, "Resources/GUI/New/TutorialImage_1.gui" , true, false);
TestFailEnd = TriggerPackage:GetTutorialComplete( NI_Text_TestFail_OFF );
NarBlast01 = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\tutorial\\_rc_tut_nar_ok.og g", "", NI_Blast, 0, 0, 0, 0 );
-- ´ÙÀ̳ª¹Íºí·¯½ºÆ®¿ÀºêÁ§Æ® ¹èÄ¡
-- GetDeployTutoBlastObject( ¿ÀºêÁ§Æ®À̸§, Æø¹ßÀÌÆåÆ®À̸§, Æø¹ß»ç¿îµåÀ̸§, ¸®½ºÆù»ç¿îµåÀ̸§, ü·Â, ¸®½ºÆùŸÀÓ, ÀçÁú, »ì¾ÆÀִ½ð£ )
--SetupDeployTutoBlastObject( GetDeployTutoBlastObject()·Î »ý¼ºÇÑÆ®¸®°Å, Æø¹ß½Ã½ºÄÚ¾î, in_º¸¿©Áö´ÂÀ̺¥Æ®, in_»ç¶óÁö´ÂÀ̺¥Æ®, out_Æø¹ß½ÃÀ̺¥Æ®, ¸®½ºÆùȽ¼ö )
BlastObject01 = TriggerPackage:GetDeployTutoBlastObject( "blast2_box5", "eff_target_green.seq", "wall_destroy_steel.ogg", "wall_create.ogg", 20,8000,3,0 );
TriggerPackage:SetupDeployTutoBlastObject( BlastObject01, 0, NI_Text_TestStartStep02_OFF, NI_Phase2, NI_Blast, 0 );
BlastObject02 = TriggerPackage:GetDeployTutoBlastObject( "blast2_box10", "eff_target_yellow.seq", "wall_destroy_steel.ogg", "wall_create.ogg",30,8000,3,0 );
TriggerPackage:SetupDeployTutoBlastObject( BlastObject02, 0, NI_Text_TestStartStep02_OFF, NI_Phase2, NI_Blast_01, 0 );
BlastObject03 = TriggerPackage:GetDeployTutoBlastObject( "blast2_box20", "eff_target_orange.seq", "wall_destroy_steel.ogg", "wall_create.ogg",50,8000,3,0 );
TriggerPackage:SetupDeployTutoBlastObject( BlastObject03, 0, NI_Text_TestStartStep02_OFF, NI_Phase2, NI_Blast_02, 0 );
BlastObject04 = TriggerPackage:GetDeployTutoBlastObject( "blast2_box5_2", "eff_target_green.seq", "wall_destroy_steel.ogg", "wall_create.ogg",20,8000,3,0 );
TriggerPackage:SetupDeployTutoBlastObject( BlastObject04, 0, NI_Phase2, 0, NI_Blast, 0 );
BlastObject05 = TriggerPackage:GetDeployTutoBlastObject( "blast2_box10_2", "eff_target_yellow.seq", "wall_destroy_steel.ogg", "wall_create.ogg",30,8000,3,0 );
TriggerPackage:SetupDeployTutoBlastObject( BlastObject05, 0, NI_Phase2, 0, NI_Blast_01, 0 );
BlastObject06 = TriggerPackage:GetDeployTutoBlastObject( "blast2_box20_2", "eff_target_orange.seq", "wall_destroy_steel.ogg", "wall_create.ogg",50,8000,3,0 );
TriggerPackage:SetupDeployTutoBlastObject( BlastObject06, 0, NI_Phase2, 0, NI_Blast_02, 0 );
-- ( in_½ÃÀÛÆ®¸®°Å, ¹èÄ¡ÇÑºí·¯½ºÆ®¿ÀºêÁ§Æ®Æ®¸®°Å, ½ÃÀÛƽ )
--BlastObject02AnimControllerStop = TriggerPackage:GetTutoBlastObjectAnimControllerSto p( TEST_ANIM_STOP, BlastObject02 );
BlastObject01AnimController = TriggerPackage:GetTutoBlastObjectAnimControllerPla y( NI_TestStart_Step02, BlastObject01, 0 );
BlastObject02AnimController = TriggerPackage:GetTutoBlastObjectAnimControllerPla y( NI_TestStart_Step02, BlastObject02, 0 );
BlastObject03AnimController = TriggerPackage:GetTutoBlastObjectAnimControllerPla y( NI_TestStart_Step02, BlastObject03, 0 );
BlastObject04AnimController = TriggerPackage:GetTutoBlastObjectAnimControllerPla y( NI_Phase2, BlastObject04, 0 );
BlastObject05AnimController = TriggerPackage:GetTutoBlastObjectAnimControllerPla y( NI_Phase2, BlastObject05, 0 );
BlastObject06AnimController = TriggerPackage:GetTutoBlastObjectAnimControllerPla y( NI_Phase2, BlastObject06, 0 );
Timer_Plus_01 = TriggerPackage:GetEventAlram( NI_Blast_01, NI_Blast, 0, 0, false);
Timer_Plus_02 = TriggerPackage:GetEventAlram( NI_Blast_01, NI_Blast, 0, 0, false);
Timer_Plus_03 = TriggerPackage:GetEventAlram( NI_Blast_02, NI_Blast, 0, 0, false);
Timer_Plus_04 = TriggerPackage:GetEventAlram( NI_Blast_02, NI_Blast, 0, 0, false);
Timer_Plus_05 = TriggerPackage:GetEventAlram( NI_Blast_02, NI_Blast, 0, 0, false);
ScoreMngBlast01 = TriggerPackage:GetScoreObserver( 50, 200, NI_Blast, NI_Success, TXT_Weapon_RailGun_23, 15 );
ScoreMngBlast02 = TriggerPackage:GetScoreObserver( 2000, 2000, NI_Blast, NI_Phase2, TXT_Weapon_RailGun_24, 10 );
Hold_Actor_Step02_02 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Success, NI_Success, false );
Hold_Actor_Step02_03 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Fail, NI_Fail, false );
--Realse_Actor_Step02_02 = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_TestStart_Step02, NI_TestStart_Step02, true );
-- Æ©Å丮¾ó °øÅë Á¾°á ºÎºÐ
Timer_SayThree = TriggerPackage:GetEventAlram( NI_Text_Step02Start_off, NI_SayThree, 2000, 0, false);
Timer_SayTwo = TriggerPackage:GetEventAlram( NI_SayThree, NI_SayTwo, 1000, 0, false);
Timer_SayOne = TriggerPackage:GetEventAlram( NI_SayTwo, NI_SayOne, 1000, 0, false);
NarThree = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\interface\\3.ogg", "", NI_SayThree, 0, 0, 0, 0 );
NarTwo = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\interface\\2.ogg", "", NI_SayTwo, 0, 0, 0, 0 );
NarOne = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\interface\\1.ogg", "", NI_SayOne, 0, 0, 0, 0 );
NarEnd = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\tutorial\\_rc_tut_nar_ok.og g", "", NI_Success, 0, 0, 0, 0 );
NarWinGame = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\interface\\you_have_won_the_mat ch.ogg", "", NI_Success, 0, 0, 0, 0 );
InPutLicense = TriggerPackage:GetItemLicensed(NI_Success, 6);
Hold_Actor_Fail = TriggerPackage:GetKeyPermiter( TutorialSystem:GetInputSystem(), NI_Fail, NI_Fail, false );
NarTimeIsUP = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\interface\\inter_timeover.o gg", "", NI_Fail, 0, 0, 0, 0 );
NarLostGame = TriggerPackage:GetNarrationPlayer( TutorialSystem:GetBGMController(), "resources\\sound\\interface\\you_lost_the_match1. ogg", "", NI_Fail, 0, 0, 0, 0 );
MessageBox_Step02 = TriggerPackage:GetStageChanger( TutorialSystem, 0, 1, NI_Text_TestFail_OFF, 6 );
MessageBox_Step03 = TriggerPackage:GetStageChanger( TutorialSystem, 0, 1, 0, 6 );
TestSuccessEnd = TriggerPackage:GetTutorialComplete( NI_Text_TestSuccess_OFF );
-- µî·Ï
TestStage:Register(SpawnHelper01);
TestStage:Register(RailGunLoad);
TestStage:Register(Timer_StartStep02);
TestStage:Register(Timer_Text_Step02Start);
TestStage:Register(Timer_ReadyStep02);
TestStage:Register(Timer_Text_TestStartStep02_off) ;
TestStage:Register(Timer_End);
TestStage:Register(Timer_Text_TestFail_off);
TestStage:Register(Timer_Text_TestSuccess_off);
TestStage:Register(Hold_Actor_Step02_01);
TestStage:Register(Realse_Actor_Step02_01);
TestStage:Register(Timer_Blast_Msg_01);
TestStage:Register(Timer_Blast_Msg_02);
TestStage:Register(Timer_Blast_Msg_03);
TestStage:Register(Text_Step02Start);
TestStage:Register(Text_Step02Ready);
TestStage:Register(Text_TestStartStep02);
TestStage:Register(Test_TestGuide);
TestStage:Register(Text_TestFail);
TestStage:Register(Text_TestSuccess);
TestStage:Register(Text_Blast_01);
TestStage:Register(Text_Blast_02);
TestStage:Register(Text_Blast_03);
TestStage:Register(TestFailEnd);
TestStage:Register(NarBlast01);
TestStage:Register(BlastObject01);
TestStage:Register(BlastObject02);
TestStage:Register(BlastObject03);
TestStage:Register(BlastObject04);
TestStage:Register(BlastObject05);
TestStage:Register(BlastObject06);
TestStage:Register(Timer_Plus_01);
TestStage:Register(Timer_Plus_02);
TestStage:Register(Timer_Plus_03);
TestStage:Register(Timer_Plus_04);
TestStage:Register(Timer_Plus_05);
TestStage:Register(BlastObject01AnimController);
TestStage:Register(BlastObject02AnimController);
TestStage:Register(BlastObject03AnimController);
TestStage:Register(BlastObject04AnimController);
TestStage:Register(BlastObject05AnimController);
TestStage:Register(BlastObject06AnimController);
TestStage:Register(ScoreMngBlast01);
TestStage:Register(ScoreMngBlast02);
TestStage:Register(Hold_Actor_Step02_02);
TestStage:Register(Hold_Actor_Step02_03);
-- Æ©Å丮¾ó °øÅë Á¾°á ºÎºÐ
TestStage:Register(Timer_SayThree);
TestStage:Register(Timer_SayTwo);
TestStage:Register(Timer_SayOne);
TestStage:Register(NarThree);
TestStage:Register(NarTwo);
TestStage:Register(NarOne);
TestStage:Register(NarEnd);
TestStage:Register(NarWinGame);
TestStage:Register(InPutLicense);
TestStage:Register(Hold_Actor_Fail);
TestStage:Register(NarTimeIsUP);
TestStage:Register(NarLostGame);
TestStage:Register(MessageBox_Step02);
TestStage:Register(MessageBox_Step03);
TestStage:Register(TestSuccessEnd);
TutorialSystem:AddStage(1, TestStage);
end
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Ich Verstehe daraus nicht sehr viele aber es muss doch Möglich sein einen "jump" zu machen dass er direkt die lincense abschließt
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01/02/2010, 04:59
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#6
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elite*gold: 0
Join Date: Jul 2009
Posts: 34
Received Thanks: 8
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schau mal im forum nach, ich habe realsed wie man die licenses überspringt ;D
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01/02/2010, 05:04
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#7
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elite*gold: 0
Join Date: Feb 2009
Posts: 447
Received Thanks: 60
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hier ist der thread
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01/02/2010, 05:09
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#8
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elite*gold: 0
Join Date: Dec 2009
Posts: 1,622
Received Thanks: 2,070
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Kk danke.
Ich dachte Zwar eher an etwas wie das die lincenses kürzer sind und man die waffe trotzdem umsonst bekommt, aber danke dir
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