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set_entity_script

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set_entity_script [2017/05/18 15:42] justinset_entity_script [2020/04/28 10:16] justin
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 ---- ----
  
-Sets the script of the specified tile or object. An empty string value can be specified for the script name in order to remove the entity's script. The script name is case-sensitive.+Sets the script of the specified [[tile]] or [[object]]. An empty [[string]] value can be specified for the [[script]] name in order to remove the [[entity|entity's]] [[script]]. The [[script]] name is case-sensitive.
  
 +====Signature:====
 <code python> <code python>
-set_entity_script(entity, script_name)+set_entity_script(entity, script_name, trigger_type)
 </code> </code>
  
 ^Argument^Description^Type^Required^ ^Argument^Description^Type^Required^
-|entity|Entity for which to update the script.|[[Entity]]|Yes| +|entity|[[Entity]] to update the [[script]] for.|[[Entity]]|Yes| 
-|script_name|Name of the new script.|[[String]]|Yes|+|script_name|Name of the new [[script]].|[[String]]|Yes
 +|trigger_type|When to trigger the [[script]] (only applicable to [[tile|tiles]]).|No|
  
 ====Example:==== ====Example:====
-<code python>+<code bauxite>
 set_entity_script(entity["chest01", "empty_chest") set_entity_script(entity["chest01", "empty_chest")
 </code> </code>
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 <WRAP center round tip 100%> <WRAP center round tip 100%>
-Use the **Set Entity Script** function to change the behavior of an object after it has been interacted with or to remove its script so it can no longer be interacted with, for example a door that the player cannot close once it has been opened.+Use the **Set Entity Script** function to change the behavior of an object after it has been interacted with or to remove its script so it can no longer be interacted with, for example a door that the player cannot close once opened.
 </WRAP> </WRAP>
  
set_entity_script.txt · Last modified: 2022/05/07 14:24 by justin