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Manyland changing thing
Manyland changing thing





manyland changing thing manyland changing thing

Now save everything, place the Interacting and Button, and walk over the button. For the Interacting to know this animation, you now need to click the object list button near the top right in creator, and pick the Door dynamic created earlier. This means, when the button sends the signal that it's pressed (and I'm not currently already playing an animation), then trigger the "door opens" animation. SEES PRESSED AND NOT CURRENTLY DOOR OPENS: /DOOR OPENS Tick the "Non-Flipping" and "Unnamed" options again. This means if someone reaches (walks over) the Interacting, it will send the "pressed" signal around, and other Interactings can listen to it.Ĭlone the Dynamic, so we keep the door image, and switch to type Interacting.

#MANYLAND CHANGING THING CODE#

Enter the following text code and save this creation under the name "Button": Tick the attributes "Non-Flipping" and "Unnamed" (unnamed means no label will show below the Interacting). Leave the drawings empty if you want, or draw something small to recognize it.

manyland changing thing

Enter a text code like the following for it:Ĭreate an Interacting. One to act as button (the button can be invisible), the other to wait for the button press, to then trigger a Dynamic animation on itself.Ĭreate a Dynamic drawn like a door, name it "Door Opens", and tick the "Replaces" attribute. but in this case, we want the trigger to be a bit further away, so we'll be using two Interactings in addition to the Dynamic. Interesting question, and we just met in-world, so let me recap the approach!įirst of all, to just have a door animation open when one reaches it, only a Dynamic with "starts on touch" would be needed. You could also do it with a state instead of a possession, like "/they are oktopass". Possessions are always available for the area and all of its sub-areas. One would be to give the person a key possession, and then set up an Interacting which checks for "someone nears and they possess key: /places nothing -1 0" (to replace a solid to its left with air, opening a path). If on the other hand the door is very far away, or in a completely different (sub-)area, you may need to find an indirect way to do it. There are other possible methods though with Interactings and Dynamics, so it depends a bit on your plans. If it's on the same screen and you want to open it by a button, you can place a block of type Activater as well as a door item of type Open on Activate (you can find specific types by hitting Ctrl+F in the creator). The door you want to open, would it be on the same screen? Also: Would it need to be opened by a button, or what way did you have in mind? And if it's not open, would it act as solid?







Manyland changing thing