What i want to do is make this thing:

going up or down when you stand in one trigger. And when both triggers are activated it must go up and down.. Is that possible ?
Thanks
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While you are there you might as well D/L all of toms maps, hes done sometltrude wrote:Click on my logo to get the map.

Code: Select all
//----------------------------------------------------------->
// Strength Meter
//----------------------------------------------------------->
he_man_hit:
$he_man_puck speed 694
level.puckhit = (randomint 256 + 128)
$he_man_trigger waittill trigger
$he_man_hammer rotateZdown 80
$he_man_hammer playsound m3l2_radio_pickup
$he_man_hammer waitmove
$he_man_hammer playsound m3l2_radio_pickup
$he_man_lever rotateZup 5
$he_man_lever move
$he_man_puck playsound pistol_whip1
$he_man_puck moveUp (level.puckhit)
wait .1
$he_man_lever rotateZdown 5
$he_man_hammer rotateZup 80
$he_man_hammer move
$he_man_lever move
$he_man_puck waitmove
iprintlnbold_noloc "You hit: " (level.puckhit)
if (level.puckhit >= 345)
{
$bell_speaker playsound snd_ping
}
$he_man_puck speed 173
$he_man_puck movedown (level.puckhit)
$he_man_puck waitmove
$he_man_puck speed 87
wait .01
$he_man_puck playsound colt45_snd_noammo
$he_man_puck moveUp 16
$he_man_puck waitmove
$he_man_puck moveDown 16
$he_man_puck waitmove
$he_man_puck playsound colt45_snd_noammo
goto he_man_hit
end
Code: Select all
If trigger 1 == 1 (touched)
rotateX 40 ( if trigger 1 is down )
move
If trigger 2 == 1 (touched)
rotateX -40 (if trigger 1 is up)
If trigger 2 and 1 == 1 (touched)
rotateX 40
move
rotateX -40
move
(loop this)
Code: Select all
// TEETER TOTTER TEST
// ARCHITECTURE: RUNT
// SCRIPTING: RUNT
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Teeter Totter Test"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" ""
// cache sounds that normally only work in singleplayer
local.master = spawn ScriptMaster
local.master aliascache wood_creak1 sound/characters/fs_woodcreak_01.wav soundparms 0.9 0.2 0.9 0.2 160 1600 auto loaded maps "m dm moh obj "
local.master aliascache wood_creak2 sound/characters/fs_woodcreak_04.wav soundparms 0.9 0.2 0.9 0.2 160 1600 auto loaded maps "m dm moh obj "
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
//exec global/door_locked.scr::lock
level.script = maps/dm/teeter_totter_test.scr
exec global/ambient.scr mohdm7
level waittill spawn
thread totter_prep
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
//----------------------------->
// Teeter Totter Threads
//----------------------------->
totter_prep:
$trigger_1 bind $board
$trigger_2 bind $board
$board rotateXup 30 // rotate board to start pos. If X is not right, try Z axis
$board waitmove
level.boardup = 1
$board time 1 // set travel time in seconds
thread trigger1_action
thread trigger2_action
end
trigger1_action:
$trigger_1 waittill trigger
$trigger_1 nottriggerable
iprintln "trigger1 action"
while (level.boardup == 1)
{
waitthread board_move_down
waitframe
}
$trigger_1 triggerable
goto trigger1_action
end
trigger2_action:
$trigger_2 waittill trigger
$trigger_2 nottriggerable
iprintln "trigger2 action"
while (level.boardup == 0)
{
waitthread board_move_up
waitframe
}
$trigger_2 triggerable
goto trigger2_action
end
board_move_down:
$board rotateXdown 60 // if X is not right, try Z axis
$board playsound wood_creak
$board waitmove
level.boardup = 0
end
board_move_up:
$board rotateXdown -60 // if X is not right, try Z axis
$board playsound wood_creak
$board waitmove
level.boardup = 1
end