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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: trigger multi question (scripters?)
StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Friday, Jul. 22, 2005 03:41 am
heh heh...my good little scripters...isnt it fun?

you are on the right track so dont stop now[angryalien]
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Friday, Jul. 22, 2005 08:04 am
LOL Stryder, he's taunting us guys!! [lol]

Ok as it is now the chamber works fine but I am used to scripting for MOH and am frustrated with the lack of refinement this script has at the moment.

Here is what I have so far, it is just a step by step set of move, wait commands.

Quote:
//-----------------------crush chamber
gate_init() {
level.gate = getent("td", "targetname"); //door
level.trig = getent("td_trigger", "targetname"); //trigger_multiple
level.ceiling = getent ("ceiling", "targetname"); //false ceiling
level.crushtrig = getent ("crush_trigger", "targetname"); //trigger_use
level.floor = getent ("floor", "targetname"); //false floor

if (isdefined (level.trig)) {
level.trig thread gate_handler();
}
}

gate_handler() {
while(1) {
self waittill ("trigger");
level.gate playsound ("gateopen");
level.gate movez (-160,1,0.1,0.2);
level.gate waittill ("movedone");

level.crushtrig waittill ("trigger");
level.gate playsound ("floorswitch");
wait(1);

level.ceiling movez (42,1,0.1,0.2);
level.ceiling waittill ("movedone");
wait(1);

level.floor playloopsound ("floorup");
level.floor movez (172,8,1,2);
level.floor waittill ("movedone");
level.floor stoploopsound ("floorup");
wait(1);

level.floor playsound ("floorupstop");

wait(10);
level.floor playloopsound ("floordown");
level.floor movez (-172,8,1,2);
level.floor waittill ("movedone");
level.floor stoploopsound ("floordown");
wait(1);

level.floor playsound ("floordownstop");
wait(5);

level.ceiling movez (-42,1,0.1,0.2);
level.ceiling waittill ("movedone");

wait(1);
level.gate playsound ("gateclose");
level.gate movez (160,1,0.1,0.2);
level.gate waittill ("movedone");
}
}


What I would like to do is refine it so that it will monitor the players status, ie; dead or alive.
If still alive keep crushing, if dead stop crushing and return everything back to normal.

Howabout parm.other ?? it was used in MOH to get the player info or last used object status. Something like,

Code:
level.crushtrig waittill ("trigger");
level.player = parm.other();

 level.floor playloopsound ("floorup");
 level.floor movez (172,8,1,2);
 level.floor waittill ("movedone");
 level.floor stoploopsound ("floorup");

while isalive(level.player); {
 wait (1);
}


I'll try the above and get to you...
Grassy[ohwell]
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