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Topic: trigger multi question (scripters?) |
| WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Jul. 20, 2005 01:00 pm |
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In my map I am adding a medieval castle with some surprises in it, one of them is a guilotine that will kill a player if he is silly enough to put his head in it.. ![[lol]](images/BBCode/smilies/lol.gif)
another is a sort of trap that closes up while a player is standing in a trigger_multiple.
I am looking for the command used to check if a trigger is triggered to put in a while loop, something like...
Code: while(1) {
level.trig waittill ("trigger");
level.gate movex (60,1,0.1,0.2);
level.gate waittill ("movedone");
level.gateclosed = 1;
while(level.trig.istriggered) {
wait(1);
}
level.gate movex (-60,1,0.1,0.2);
level.gate waittill ("movedone");
level.gateclosed = 0;
}
Or even better is something like the old MOHA command
"istouching"
while(local.player istouching $trigger)
Can anyone help me here?
Grassy |
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| DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
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| adwamslayer |
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General Member Since: Feb 7, 2004 Posts: 481 Last: Jan 4, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Jul. 20, 2005 04:23 pm |
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I aint stryder but....
Is this trap someting like where the room walls close up, and the roof comes down and squashes the player?
I think its possible. Look at the Getting started in scripting tutorial and get the script so then when someone walks into it, the roof or walls move together. Now for the damage....you maybe able to get a trigger damage to move with the walls (if this can be done)
HOPE this helps
edited on Jul. 20, 2005 11:23 am by adwamslayer |
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| WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Jul. 20, 2005 10:10 pm |
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LOL thanks guys. I know what you were trying to say DadofAzz :) players dont bend, but they do go prone to see if they can crawl through small areas to get into other areas! (especialy if there is a cache of goodies to entice em) ![[casanova]](images/BBCode/smilies/casanova.gif) .... and then...WHAMP! gothcha!!
As for the moving walls, I like that one.... now why didnt I think of that.. ![[idea]](images/BBCode/smilies/idea.gif) Thats fairly easy and effective too.. Will add one of those as well.. LOL.
Cheers Grassy
edited on Jul. 20, 2005 05:13 pm by WHC_Grassy |
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| WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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| adwamslayer |
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General Member Since: Feb 7, 2004 Posts: 481 Last: Jan 4, 2007 [view latest posts] |
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| WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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| DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
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| adwamslayer |
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General Member Since: Feb 7, 2004 Posts: 481 Last: Jan 4, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Jul. 21, 2005 05:12 pm |
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I think what Azz said is partially right in the link, by replacing the trigger_use, with a trigger_multiple, but it think that the script would be different. For example instead of using:
Code: trig waittill ("trigger");
you might have to use:
Code: if(self istouching(trigger))
spikes move* (**, *, *, 0.5);
The rest of the script would be the same apart from at the end you would have to have:
Code: if(self !istouching(trigger))
spikes move* (**, *, *, 0.5);
This maybe wrong but it cant hurt to try. Just look at the scripting tutorial to see where those line would go. If you cant do it then al least you have a trap working already.
EDIT: i dont know what the is, i cant see it when i edit it so leave it out.
edited on Jul. 21, 2005 12:13 pm by adwamslayer |
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| DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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