So I managed to create a wild horse you can tame and then you can create "tame horses" which work like monkey carriers (they chase you around) but you can ride them.
And I also created a "horse stall" (basically a giant scorpion trap). However the issue I'm having is that when I take a horse into one of them they run off before I can close it. So my idea is to somehow have it so when they're in the zone of a "horse stall" they stay still. Any suggestions?
Heres the horse:
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### Tame Horse
id=92
name=Tame Horse
group=animal
model=gfx\horse.b3d
icon=gfx\horse.bmp
scale=0.5
colxr=20
colyr=20
health=110
eyes=10
turnspeed=3.0
acceleration=20
ani_idle1=1,1,1
ani_idle2=5,9,0.05
ani_idle3=13,18,0.05
ani_move=2,4,0.06
ani_die=10,12,0.09
fx=24
speed=5.0
col=1
steering=2
maxdepth=35
loot=9,4
loot=96,1
behaviour=animal
script=start
on:create {
timer "self",3000,0;
}
on:start {
timer "self",3000,0;
}
on:timer {
if (health("self")>0){
ai_mode "self","goto","unit","1";
ai_center;
}
if (count_stored("self")>0){
addstate "self","particles";
}else{
freestate "self","particles";
}
}
on:use { ride; }
on:kill {
freetimers "self";
event "iskill_hunt","global";
}
//Whipping
on:hit {
ai_center; }
script=end
And the "horse stall":
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### Horse Stall
id=235
name=Horse Stall
group=building
icon=gfx\trap.bmp
model=gfx\trap.b3d
scale=4
health=300
mat=wood
fx=16
script=start
on:build_finish {
event "trapbuild",0,0;
}
on:load {
local $state;
if ($state==1){
model "gfxw/trap_closed.b3d";
scale 1,1,1;
}
}
on:use {
local $state;
if ($state==0){
process "closing stall",500;
$state=1;
play "vehicle_move.wav";
model "gfx/trap_closed.b3d";
scale 1,1,1;
}else{
process "opening stall",500;
$state=0;
play "vehicle_move.wav";
model "gfx/trap.b3d";
scale 1,1,1;
}
}
script=end