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Anti Lincense Test [Hilfe]

Discussion on Anti Lincense Test [Hilfe] within the S4 League forum part of the Shooter category.

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Old   #1
 
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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?
freehuntx is offline  
Old 01/02/2010, 03:00   #2
 
[I]nsert's Avatar
 
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u mean we can use skills or wep withour lincense??
[I]nsert is offline  
Old 01/02/2010, 03:02   #3
 
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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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Old 01/02/2010, 03:04   #4
 
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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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Old 01/02/2010, 03:07   #5
 
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Quote:
Originally Posted by Sasabi View Post
wenn da steht
require="LICENSE_PLASMA_SWORD" script="license_plasma_sword.lua"

umändern zu

require="LICENSE_NONE" script="license_plasma_sword.lua"

MfG Sasabi
Quote:
Dann änderte ich bei jedem teil der railgun den teil required lincense in dem lincense_railgun stand mit lincense_none aus.


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
Ich Verstehe daraus nicht sehr viele aber es muss doch Möglich sein einen "jump" zu machen dass er direkt die lincense abschließt
freehuntx is offline  
Old 01/02/2010, 04:59   #6
 
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schau mal im forum nach, ich habe realsed wie man die licenses überspringt ;D
bIG_O is offline  
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1 User
Old 01/02/2010, 05:04   #7
 
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hier ist der thread
Pobedimov is offline  
Old 01/02/2010, 05:09   #8
 
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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
freehuntx is offline  
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