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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.

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.