agentmad007 wrote:i m doing a lib map too is it possible to have a several jail lol !!!!!
can i have the script plz ? ??? and tell me a bit how it work plz ty
you seems to be good on this forum at scripting!!!!!!
my script is above, it uses two triggers per jail, and several cell areas for the axis jail, which is now working! yay! Least its working for one person running around, each cell picks up prisoners indepenently, have to see later if more players can confuse it but I dont see why they would.
for the multiple cells I used an if statement with 'or' dialogue to read if the allied play is in any of the cells and it seems to work fine.....
if(local.player istouching $axis_sensor1 || local.player istouching $axis_sensor2 || local.player istouching $axis_sensor3 || local.player istouching $axis_sensor4 || local.player istouching $axis_sensor5 || local.player istouching $axis_sensor6 || local.player istouching $axis_sensor7 || local.player istouching $axis_sensor8 || local.player istouching $axis_sensor9 || local.player istouching $axis_sensor10 || local.player istouching $axis_sensor11)
a more 'pure' version of the liberation coding is in 'the cana-liberation' by Bjarne, who I have credited in mine, since I never would ahve attempted this without his model =)
the one problem im aware of right now in my script, is some redundant messages AFTER the first tiem or two the jails are opened, for some reason it will duplicate 'your team ahs been release' or 'the axis have been rescued' more then once, and im not compeltely sure why.