Zackreaver Posted October 4, 2015 Share Posted October 4, 2015 (edited) What is the preferred method to figure out if a character is in the caves? Edit: Found it in sanityTheWorld:HasTag("cave")I have a character who reacts to day, dusk, and night. But caves are always considered nighttime. Are there any global states in the caves that I can utilize? Is there a tag for cave quakes? nightmare state? etc? Edited October 4, 2015 by Zackreaver Link to comment Share on other sites More sharing options...
DarkXero Posted October 4, 2015 Share Posted October 4, 2015 (edited) @Zackreaver, it's all mixed with the world stuff. I have a character who reacts to day, dusk, and night. But caves are always considered nighttime. Look at bunnymen. There's a caveday, cavedusk, and cavenight. Is there a tag for cave quakes? No, but "startquake", "warnquake", "endquake" get pushed to TheWorld on each quake stage. nightmare state?local function onNightmareChange(inst, phase) if phase == "nightmarecalm" then elseif phase == "nightmarewarn" then elseif phase == "nightmarewild" then elseif phase == "nightmaredawn" then endendinst:WatchWorldState("nightmarephase", onNightmareChange) Edited October 4, 2015 by DarkXero Link to comment Share on other sites More sharing options...
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