ive made a trigger_multiple which i want to use more than once its set
off by gun fire but it only works once any1 tell me how to make this
work more than once?
classname trigger_multiple
health 10
spawnflags 128
targetname fight_trigger1
target fight_speaker
trigger help
Moderator: Moderators
health
Giving it health makes it die when the health goes to 0. However, you could spawn a new trigger with the same name, after the old one is killed.
spawn trigger_multiple "targetname" "fight_trigger1" "health" "10"
$fight_trigger1.origin = ( 0 0 0 )
$fight_trigger1 setsize ( -27 -38 0) (27 38 49)
The origin coordinates will have to be set to the same as the old trigger, or you can put in a script origin (that does not die) and use its .origin for the trigger's origin.
$fight_trigger1.origin = $trig_spot.orgin
Setsize is two xyz points on the corners of the trigger--as messured from its origin.
spawn trigger_multiple "targetname" "fight_trigger1" "health" "10"
$fight_trigger1.origin = ( 0 0 0 )
$fight_trigger1 setsize ( -27 -38 0) (27 38 49)
The origin coordinates will have to be set to the same as the old trigger, or you can put in a script origin (that does not die) and use its .origin for the trigger's origin.
$fight_trigger1.origin = $trig_spot.orgin
Setsize is two xyz points on the corners of the trigger--as messured from its origin.
Last edited by tltrude on Fri Aug 19, 2005 5:55 pm, edited 1 time in total.
Nope
No, because like I said, the trigger dies.
But, scripting triggers is not that hard. Here is an example of three crates that explode and respawn after 20 seconds.
The crate pops up out of the ground to prevent players being trapped by the new crate.
But, scripting triggers is not that hard. Here is an example of three crates that explode and respawn after 20 seconds.
Code: Select all
main:
level waittill prespawn
thread boomcrate ( -680 -3160 38 ) (0 0 90) // origin and angles
thread boomcrate ( -144 -3160 0 ) (0 90 0) // origin and angles
thread boomcrate ( 480 -3160 23 ) (90 0 0) // origin and angles
level waittill spawn
end
//------------------------------------------------>
// EXPLOSIVE CRATE SPAWN THREAD
//------------------------------------------------>
boomcrate local.origin local.angles:
local.crate = spawn script_model
local.crate model "models/static/indycrate.tik"
local.crate.origin = local.origin + ( 0 0 -64 )
local.crate.angles = local.angles
local.crate time 0.001
local.crate moveUp 64
local.crate move
local.trigger = spawn trigger_multiple "spawnflags" "128" "health" "1"
local.trigger.origin = local.origin
local.trigger setsize ( -27 -38 0) (27 38 49)
local.trigger.rotatedbbox = 1
local.trigger.angles = local.angles
local.trigger waittill trigger
exec global/model.scr local.origin // default is explosion mine
radiusdamage (local.origin + ( 0 0 64)) 250 256 // numbers are damage and radius
local.crate remove
wait 20
thread boomcrate local.origin local.angles
end
Last edited by tltrude on Fri Aug 19, 2005 6:12 pm, edited 2 times in total.
ah nice 1 tltrude why didnt i think of that ill look in ya altervator map
u got respawning crates in there
thanx m8
to tell u truth i did try and use the test_pointer map with the finger but failed me script was all over the place so i started fresh with these triggers
i was going to use the number pad like this
http://i2.photobucket.com/albums/y6/cbc ... ot0040.jpg
tltrude any chance i could get the script for the testpointer to work with this then i could use the finger ie what target would be called i stand in etc...?
u got respawning crates in there
thanx m8
to tell u truth i did try and use the test_pointer map with the finger but failed me script was all over the place so i started fresh with these triggers
i was going to use the number pad like this
http://i2.photobucket.com/albums/y6/cbc ... ot0040.jpg
tltrude any chance i could get the script for the testpointer to work with this then i could use the finger ie what target would be called i stand in etc...?


