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 https://forums.kleientertainment.com/forums/topic/58288-how-to-check-is-in-caves/ 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 https://forums.kleientertainment.com/forums/topic/58288-how-to-check-is-in-caves/#findComment-677798 Share on other sites More sharing options...
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