Help! (No Cross)
Moderator: Moderators
Help! (No Cross)
Ok, i need help with a no cross script. The coordinate for the point where i dont want anyone to go is (-506.74 -1253.69 -959.88). I am trying to learn my self but this is frustrating me. Can anyone help me?
Ok so like.... When they step into a certain area in the map i want it to kill them. Like this one is for the axis roof glitch (Malta map in demo). I want to make it so like when they step in the glitch, it will automatically kill them. Can you help me? I have been to modtheater but all their post are outdated and they have a little bit more experience in their descussions so im not catching on to their intstructions for this scripting.
I have also worked very hard on some weapon limiting commands for my clan. Now the commands for each weapon are put in a separate .cfg. Now, in order to be able to put all of those in a .pk3 (so that it works and i will be able to exec multiple cfgs at once) what would i need? Im thinking a .scr but what does it need to look like exactly? I also would like help with this mod very badly but the no cross zone is more important to me.
I have also worked very hard on some weapon limiting commands for my clan. Now the commands for each weapon are put in a separate .cfg. Now, in order to be able to put all of those in a .pk3 (so that it works and i will be able to exec multiple cfgs at once) what would i need? Im thinking a .scr but what does it need to look like exactly? I also would like help with this mod very badly but the no cross zone is more important to me.
-
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
thank you! I get it but im still not sure... like with the example from that post is barbwire just a code name or is it actual barbwire? I dont really want to have to put an object up there, I just want it to be a zone where it automatically kills you. So would the wholecode look like this:
I have tried using that. I need to work on my origins a bit but thats not the problem. Can you tell me what is wrong with that code and post the correct coding? Also if you can leave out any extra non needed spaces because that just confuses me more while im learning this kind of stuff
Is that all i need in the .scr? I dont need any extra values or anything for it to work right? (I know i have to do the dmpreache exec global/roofglitch.scr) Thanks soooo much for the help!
Also can a respawn delay be added on to it. Like after it kills them for being there they wont be able to respawn for lets say 45-60 seconds? And would i be able to bypass this whole set .scr if i needed to? Sorry, i know im asking a lot but i just want to learn this stuff first hand by example.
Code: Select all
Player_Detector:
local.trig = spawn trigger_multiple
local.trig.origin = (-506.74 -1253.69 -959.88)
local.trig setsize (-30 -30 0 ) ( 30 30 50 )
local.trig wiattill trigger
local.player = parm.other
{
$player[local.p] stufftext ("kill")
lprintbold "Do not Cross!"
wait 1
}
while (isalive local.player)
{
$player[local.p] stufftext ("kill")
wait 1.1
}
local.trig remove
thread Player_Detector
end
Also can a respawn delay be added on to it. Like after it kills them for being there they wont be able to respawn for lets say 45-60 seconds? And would i be able to bypass this whole set .scr if i needed to? Sorry, i know im asking a lot but i just want to learn this stuff first hand by example.
-
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
thread your kill trigger from after prespawn
put these after end
add a new badspot thread for each spot e.g.-
badspot2
and thread it from after prespawn
put these after end
Code: Select all
badspot:
local.spot1 = spawn trigger_multiple
local.spot1.origin = ( 0 0 0 ) //your coords here
local.spot1 setsize ( -60 -60 -10 ) ( 60 60 30 ) //setsize here
local.spot1 waittill trigger
local.spot1 setthread badboy
local.spot1 message "This is a bad spot!"
local.spot1 delay 0
end
badboy:
local.badboy = parm.other
local.badboy say "I'm a bad boy!"
wait 1
local.badboy kill
end
badspot2
and thread it from after prespawn
-
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
This is the code im using now...
And it works! But what would i need to set the spawn trigger to for it to kill if someone even touches? What im trying to do is set one under ladders so when someone sharks it automatically kills or kicks them. Right now i have one on the ladder that if press use it will kill you. When u shark do u actually go under the floor and is it possible to set this to automatically kill people who fall under?
Code: Select all
roofkill:
local.trig = spawn trigger_+moveup
local.trig targetname roofkill
local.trig.origin = ( -488 -1252 -926 )
local.trig setsize ( -20 -20 0 ) ( 60 60 150 )
$roofkill waittill trigger
local.player = parm.other
local.player stufftext "kill"
wait 2
$roofkill remove
wait .1
thread roofkill
end-
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:
-
Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
- Contact:


