Labob Posted August 22, 2011 Member ID: 42 Group: *** Clan Members Followers: 50 Topic Count: 338 Topics Per Day: 0.06 Content Count: 8389 Content Per Day: 1.45 Reputation: 6126 Achievement Points: 54469 Solved Content: 0 Days Won: 13 Joined: 09/01/09 Status: Offline Last Seen: Wednesday at 07:30 PM Birthday: 01/30/1959 Device: Windows Posted August 22, 2011 Hey Dawgy or anybody else who knows this better then me. I'm trying to run a script this one to be exact } tribute_enter() { enter1 = getentarray ("tribute_enter","targetname"); if ( isdefined(enter1) ) for (i = 0; i < enter1.size; i++) enter1 thread tribute_enter_act(); } tribute_enter_act() { while (1) { self waittill ("trigger", player); player disableWeapon(); } } tribute_exit() { exit1 = getentarray ("tribute_exit","targetname"); if ( isdefined(exit1) ) for (i = 0; i < exit1.size; i++) exit1 thread tribute_exit_act(); } tribute_exit_act() { while (1) { self waittill ("trigger", player); player enableWeapon(); } } I am running it on a waw map my problem is I can't sem to figure out what type of trigger to use. what i'm trying to do is have the weapons become inactive when you enter the room and become active when you leave it. Any help would be sweeet thanks . Awards
Merlin007 Posted August 22, 2011 Member ID: 2068 Group: +++ COD5 Head Admin Followers: 71 Topic Count: 1140 Topics Per Day: 0.21 Content Count: 8606 Content Per Day: 1.62 Reputation: 7575 Achievement Points: 76856 Solved Content: 0 Days Won: 67 Joined: 12/25/10 Status: Offline Last Seen: 23 minutes ago Birthday: 05/23/1973 Device: Windows Posted August 22, 2011 I don't know anything about map making but can a trigger be a specific XYZ plane in the map like a doorway? Like I said, don't know, just thought I throw that out there. Awards
Labob Posted August 22, 2011 Member ID: 42 Group: *** Clan Members Followers: 50 Topic Count: 338 Topics Per Day: 0.06 Content Count: 8389 Content Per Day: 1.45 Reputation: 6126 Achievement Points: 54469 Solved Content: 0 Days Won: 13 Joined: 09/01/09 Status: Offline Last Seen: Wednesday at 07:30 PM Birthday: 01/30/1959 Device: Windows Author Posted August 22, 2011 Yea a trigger can be made into just about any shape. for this to work it would be 2 triggers one in a room and one on your way out . My problem is there are 5 or 6 different types of triggers damage , chain , AI , so on Awards
Nutcutter Posted August 22, 2011 Member ID: 1540 Group: **- Inactive Registered Users Followers: 13 Topic Count: 40 Topics Per Day: 0.01 Content Count: 856 Content Per Day: 0.16 Reputation: 100 Achievement Points: 4812 Solved Content: 0 Days Won: 0 Joined: 06/28/10 Status: Offline Last Seen: May 6, 2017 Birthday: 09/20/1969 Posted August 22, 2011 I dont know if this code would be of any use just something I seen but lost the page looking for a better example. Also it looks like a volume trigger may work best, then you can just call isTouching init(){ // handle disabled weapon check variable level thread onPlayerConnect(); level thread setupTrigger();}onPlayerConnect(){ while(1) { level waittill( "connected", player ); player thread onDeath(); player.weaponsDisabled = false; }}onDeath(){ self endon( "disconnect" ); while(1) { self waittill( "death" ); self.weaponsDisabled = false; }}setupTrigger(){ weapon_disable = getEnt( "weap_disable", "targetname" ); while(1) { weapon_disable waittill( "trigger", player ); if( player.pers["team"] == "allies" && !player.weaponsDisabled ) { player.weaponsDisabled = true; player thread disablePlayerWeapons( weapon_disable ); } }}disablePlayerWeapons( trigger ){ self endon( "disconnect" ); self endon( "death" ); self endon( "joined_spectator" ); self endon( "left_weapon_trigger" ); self iPrintLnBold( "Weapons disabled" ); self disableWeapons(); while(1) { if( !self isTouching( trigger ) ) { self iPrintLnBold( "Weapons enabled" ); self enableWeapons(); self.weaponsDisabled = false; self notify( "left_weapon_trigger" ); } wait 0.05; }}
Merlin007 Posted August 23, 2011 Member ID: 2068 Group: +++ COD5 Head Admin Followers: 71 Topic Count: 1140 Topics Per Day: 0.21 Content Count: 8606 Content Per Day: 1.62 Reputation: 7575 Achievement Points: 76856 Solved Content: 0 Days Won: 67 Joined: 12/25/10 Status: Offline Last Seen: 23 minutes ago Birthday: 05/23/1973 Device: Windows Posted August 23, 2011 I think Nutcutter may be on the right track. For trigger type, can you use multiple and use the isTouching function so when the player is touching the space or room that is enclosed by the trigger, weapons will be disabled? Awards
dawgy Posted December 9, 2011 Member ID: 179 Group: *** Clan Members Followers: 27 Topic Count: 96 Topics Per Day: 0.02 Content Count: 1055 Content Per Day: 0.18 Reputation: 373 Achievement Points: 6829 Solved Content: 0 Days Won: 1 Joined: 09/02/09 Status: Offline Last Seen: June 29 Birthday: 12/07/1981 Device: iPhone Posted December 9, 2011 Did u finger this out yet labob? Somehow I missed this thread...i did something like this for a bash room in one of my maps I could get them to loose all there ammo and nades by using trigger multiple over the entry.. Although the only way I could give it back was a trigger use/touch after leaving the room.. Awards
dawgy Posted December 9, 2011 Member ID: 179 Group: *** Clan Members Followers: 27 Topic Count: 96 Topics Per Day: 0.02 Content Count: 1055 Content Per Day: 0.18 Reputation: 373 Achievement Points: 6829 Solved Content: 0 Days Won: 1 Joined: 09/02/09 Status: Offline Last Seen: June 29 Birthday: 12/07/1981 Device: iPhone Posted December 9, 2011 Oh and trigger multiples reset themselves... Like teleports...work every time Awards
dawgy Posted December 10, 2011 Member ID: 179 Group: *** Clan Members Followers: 27 Topic Count: 96 Topics Per Day: 0.02 Content Count: 1055 Content Per Day: 0.18 Reputation: 373 Achievement Points: 6829 Solved Content: 0 Days Won: 1 Joined: 09/02/09 Status: Offline Last Seen: June 29 Birthday: 12/07/1981 Device: iPhone Posted December 10, 2011 ?#$%(?? Awards
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