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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?)
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Wednesday, Jul. 20, 2005 01:00 pm
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]
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]
Level 8
MODSCON
Category: CoDUO Mapping
Posted: Wednesday, Jul. 20, 2005 04:14 pm
Hi grassy m8, I think this will be a one for Stryder!!!!

Apart from the script I dont think you can get a player to stick his head somwhere! that sounds wrong,, ehhhhhh what I;m trying to say is ehhhhh damn, I dont how to explain... I dont think its possible for a player to bend and place the head in a certain position.... Oh cripes nm m8

Love the idea though lmao[jumping]

edited on Jul. 20, 2005 11:15 am by DadofAzz
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adwamslayer
General Member
Since: Feb 7, 2004
Posts: 481
Last: Jan 4, 2007
[view latest posts]
Level 5
MODSCON
Category: CoDUO Mapping
Posted: Wednesday, Jul. 20, 2005 04:23 pm
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[thumbs_up]

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]
Level 8
Category: CoDUO Mapping
Posted: Wednesday, Jul. 20, 2005 10:10 pm
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].... and then...WHAMP! gothcha!!

As for the moving walls, I like that one.... now why didnt I think of that..[idea] 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]
Level 8
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 08:20 am
Had the day off work today and made some progress on my map. Here is a screeny of one of those trap rooms in the castle, when a player runs in to see whats on the floor he is trapped by a steel bar door, there is a trigger on a switch on the wall that fools the player into thinking this is his means of escape, but in fact it starts the floor moving up to those spikes on the ceiling that were hidden behind a false ceiling... LOL



Now that I have spilled the beans about this trap I'll have to make some more to compensate and keep quiet about them.. heheh

Cheers Grassy
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adwamslayer
General Member
Since: Feb 7, 2004
Posts: 481
Last: Jan 4, 2007
[view latest posts]
Level 5
MODSCON
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 09:01 am
Is there a project page for this map, as I would like to watch its progress, and play it when its finished.
Good work on the trap glad it works[thumbs_up]
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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: Thursday, Jul. 21, 2005 10:51 am
No projects page, it's a day version of the first map I made.
I will supply a link to a download site when it's done.
Just did a vclog on the night map, wow much smoother now, worth doing folks!

Grassy
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 04:29 pm
Hi again Grassy m8,, you can get the scripting for your trap to work using trigger multiple please see the answer given here from Stryder to my boy Azz.

http://modsonline.com/Forums-top-13908.html

My boy was wanting to do something similar..

Cheers doa (dadodazz or dead on arrival ha )[rocking]
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adwamslayer
General Member
Since: Feb 7, 2004
Posts: 481
Last: Jan 4, 2007
[view latest posts]
Level 5
MODSCON
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 05:12 pm
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]
Level 8
MODSCON
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 07:17 pm
Thats right I think Ad,, thats what Stryder says about the script.

Its worth playing about with isnt it? just to see what sort of torment we could cause lol

Are you mapping on m8?[rocking]
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