Page 1 of 1

can $object activate trigger?

Posted: Sat Mar 01, 2008 9:09 am
by Wierdo
Is it possible for an $object to activate a trigger?

Code: Select all

axischeck: 
$axischeck waittill trigger 
if (isTouching ($axis2 || $axischeck)) 
{ 
$axis1 show 
iprintlnbold "Axis possess the Castle." 
} 
else 
{ 
$axis1 hide 
} 
wait 5 
goto axischeck 
end 

Once the flag is at the top of the pole, The team will take the castle.

This is a best case scenerio, as either team can reel the flag back down.

player

Posted: Mon Mar 03, 2008 1:45 am
by tltrude
Just use the player that is holding the flag.

if (level.flagman isTouching $axischeck)

flag

Posted: Mon Mar 03, 2008 2:45 am
by Wierdo
Just use the player that is holding the flag.
The flag is on a pole in the castle and is a door class object. It will slide into a trigger-multple at the top of the pole. The player at no time actually holds the flag.

I need a means of registering when the flag reaches the top, and one of when it comes back down.

Posted: Mon Mar 03, 2008 4:33 pm
by k47a
hmm, maybe ask bdbodger about his mod in ta, that sounds similar to what you're trying to do...

Object trigger

Posted: Mon Mar 03, 2008 11:44 pm
by Wierdo
I figured out a way to make it happen, sorta. :idea: I made an AI and scaled him to .05. I used $flagman hide in the script and made a duplicate flagpole, then placed it in an unused portion of the map. Now, to get it to run, I made the trigger only usable by monsters. The mini - monster rides on the top of the flag, he is blind and deaf, so he just stands there and sets off the triggers.

But if this can be done a better way, I am all for it.

Posted: Tue Mar 04, 2008 7:12 pm
by jv_map
Perhaps
$flagpole touchtriggers ?

touchtiggers.

Posted: Wed Mar 05, 2008 1:59 am
by Wierdo
What are these touchtriggers you speak of? And how would I use one? :?:

Posted: Wed Mar 05, 2008 9:35 am
by Rookie One.pl
It's a script command that should make your flagpole capable of touching triggers.

origin

Posted: Wed Mar 05, 2008 11:10 am
by tltrude
You don't have to use a door as your flag. You can make it a script_object and move it up and down with a trigger_use and the script.

flag_mover:

$flag_trigger waittill trigger // wait for someone to use the trigger
$flag moveup 100 // how far up to move in units
$flag waitmove // starts it moving and waits until its done
$axis1 show
iprintlnbold "Axis possess the Castle."
$flag_trigger waittill trigger // wait for someone to use the trigger again
$flag movedown 100 // how far down to move in units
$flag waitmove // starts it moving and waits until its done
$axis1 hide
goto flag_mover

end

A trigger_use is triggered by a player hitting his use key. Any brush can be turned into a script_object and a static model can be applied as well, if needed.