A question about trigger_use

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Axion
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A question about trigger_use

Post by Axion »

I'm working on an objective map, and on the route to one of the objectives, I have a wall that is blocking access to one of the less difficult paths to assault. I have a script_object functioning as a bomb to blow the wall up. Now, here's the question- Is there any way that I can make it so that only the Allies can use the trigger_use to blow the wall up? The only similar option I could find was the 'NOT_PLAYERS' box in the entity inspector window, but that obviously won't work.


I have the bomb on the wall scripted separatelyfrom the objective scripting. Would it be easier for me to make the wall another objective and not include it in the number of targets to destroy?

I'm not very good with scripts yet, so I'm sorry if I don't make any sense or if this question comes off as extremely stupid. I'd just like some input.
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nuggets
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Post by nuggets »

at the start of the script use

team_check:
if (parm.other.dmteam == "allies") //or axis depending on team
{thread "named_thread"
$bomb_trigger_name nottriggerable}

change "named_thread" for the thread you've created
change $bomb_trigger_name to the name you've created

any problems post your script
hope this helps, prob not cos it's all foreign 2 me :-/
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Axion
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Post by Axion »

Awesome, thanks a lot!
:D
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bdbodger
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Post by bdbodger »

or

if (parm.other.dmteam == "allies")
end
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mohaa_rox
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Post by mohaa_rox »

to make it more understandable, or easier, try:

local.triggerer = parm.other //we call him triggerer as it's easier :wink:

team_check:
if(local.triggerer.dmteam == "allies")

blah blah. :wink:
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Post by Axion »

Yeah, that clarified it for me. Well, it''s good to know that I have several methods at my disposal.

Thanks! :D
"The work of a thousand years is nothing but rubble."
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