I already mapped in triggers for the grenade range. Not sure if I can use the
local.player stufftext the way I have it mapped. With that said, here is my grenade range script. It just a part of my map script.
//Grenade Point Text & Lights//
thread grenade_topleft_triggered
grenade_topleft_triggered:
iprintln "Great Throw!!! You Scored 5 Points."
$topleft_red hide
$topleft_green show
wait 10
$topleft_red show
$topleft_green hide
end
thread grenade_topcenter_triggered
grenade_topcenter_triggered:
iprintln "Nice Toss!!! You Scored 3 Points."
$topmiddle_red hide
$topmiddle_green show
wait 10
$topmiddle_red show
$topmiddle_green hide
end
thread grenade_topright_triggered
grenade_topright_triggered:
iprintln "Way To Go!!! You Scored 2 Points."
$topright_red hide
$topright_green show
wait 10
$topright_red show
$topright_green hide
end
thread grenade_bottomleft_triggered
grenade_bottomleft_triggered:
iprintln "Good Job!!! You Scored 3 Points."
$bottomleft_red hide
$bottomleft_green show
wait 10
$bottomleft_red show
$bottomleft_green hide
end
thread grenade_bottomcenter_triggered
grenade_bottomcenter_triggered:
iprintln "Good Toss!!! You Scored 1 Point."
$bottommiddle_red hide
$bottommiddle_green show
wait 10
$bottommiddle_red show
$bottommiddle_green hide
end
thread grenade_bottomright_triggered
grenade_bottomright_triggered:
iprintln "Excellent Job!!! You Scored 1 Point."
$bottomright_red hide
$bottomright_green show
wait 10
$bottomright_red show
$bottomright_green hide
end
Let me know what I would have to do to make it work with local.player stufftext.
grenade_bottomright_triggered:
parm.owner iprint "Excellent Job!!! You Scored 1 Point."
self nottriggerable
$bottomright_red hide
$bottomright_green show
wait 10
self triggerable
$bottomright_red show
$bottomright_green hide
end
for each of the trigger threads. Parm.owner is the owner of the last projectile that fired a trigger (i.e. the player who scored). Iprint is a Player class command to print a message to a specific player only. Also, note the self triggerable and self nottriggerable lines. The first one deactivates the trigger, the other activates it back. This is to prevent the trigger from going off all the time until the grenade explodes.
grenade_topleft_triggered:
local.player = parm.other
local.player stufftext "say Great Throw!!! I Scored 5 Points."
$topleft_red hide
$topleft_green show
wait 10
$topleft_red show
$topleft_green hide
end
Viper's right Rookie. I want to be sure that all players see the text to the right of the compass, especially the Boot Camp Instructor so they can keep score. If you want I can post some screenies of the different stages of the grenade range. The same trigger that activates the text also hides & shows the green & red lights, but I'm sure you can tell by the script I'm posting my entire map script so you can look at it Viper. Also you mentioned earlier in the topic something about not using the orbs, How is that done??? My Lead Boot Camp Instructor would like to remove the orbs if possible. Here's my script:
Also, I see you execute the timer script twice. There are two courses? I realized later that i think that script will only work for multiple players one course at a time. That can be fixed by duplicating the script and making unique level.vars. let me know if thats what you need. That way we can make it say " I FINISHED COURSE ONE IN 56.9 SECONDS" or " I FINISHED COURSE TWO IN 82.9 SECONDS"
Viper, I tried your code for the nade range, it didn't work.
As for the timer twice, I was playing around to see if I could use it in different parts of the map. We have a range for every weapon except for bazooka & shotgun(our clan doesn't use them). And we time all ranges except for the grenade range. So I spawned another set of start & finish triggers to see if it would work to time the rifle range, it did BTW but I guess if I had level.vars. for each range I could make it say something like: "I finished The Rifle Range In 10.0 Seconds"
Back to the drawing board for the nade rank I guess. But if I read your explanation on IprintIn then the way I have the text for the nade range scripted would be seem by all, correct??
I explained the method of catching the grenade owner (Elgan helped me once to develop it - if it wasn't for his suggestion to use parm.owner, this method would still be unknown) in my previous post. Parm.other will not work here.
Also, you do want the nottriggerable/triggerable lines, otherwise you'll be spammed by messages.
Yes the IprintIn works for the grenade range, but i dont know if it is seen by all player because I'm testing it by myself. The way it works is when the nade passes through the trigger , it prints the text. The nade does not have to explode to trigger the trigger.
As for the ranges I have:
A Rifle Range
A Sniper Rifle Range
A SMG Range
A MG Range
A MG-42 Range
A Grenade Range (not timed)
SniperWolf wrote: The nade does not have to explode to trigger the trigger.
Ah. That might be why, im not sure. I do know the parm.other will detect a players damage to a trigger - ive done it. But the trigger will also pickup other damage, not just nades. Which means you would have to take away everything in the area. I don't know about parm.owner - maybe Rookie will help you more on that.
I will look at the mutiple course thing and post something soon.
The new script works fine Viper..... Well at least when I tested it myself. I haven't tested it with another person running 1 range while I run another. But the script you posted last puts the text and everything up. THANKS!! I'll try & set-up my router so I can have my son help me test it & see if it keeps track of 2 people on 2 different ranges at the same time.