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Moving triggers
Posted: Tue Apr 29, 2003 6:54 pm
by UZZIEL
HI!
Ive been lookin around that forum. A lot of threads n posts helped me to
solve my problems.
There are now 2 probz i cant?t solve even with combinining different threads.
1. I want to move objects but they should have the ability to print a
message if triggered by a bullet. I tried to move trigger_multiple and
noticed its not movable (NULL listener) also not skinnable. What should
I do?
2. What kind of language is used for scripting (c/c++) ?
thx for ya help
(sorry for my bad english - im from germany)
Posted: Tue Apr 29, 2003 7:59 pm
by jv_map
Hmm check your targetnames if you get the NULL listener error.
The scripting language is called 'morpheus'.
Posted: Tue Apr 29, 2003 8:14 pm
by nihilo
'morpheus,' really? Thought it was java. It's alot like java anyway.
hmh
Posted: Tue Apr 29, 2003 8:30 pm
by UZZIEL
sorry im a noob im mapping my 2nd week - so i dont understand what you mean by targetname checking. In what dependende should my trigger_multiple be connected by triggername? I thought trigger_multiple are not movable by commands like: "moveNorth xxx" etc.
can you give me an example plzzzz

?
im kinda too dumb or too noobish what to look exactly after.
Posted: Wed Apr 30, 2003 6:11 am
by jv_map
No you can't move a trigger with the regular move commands. However, you can glue it to a moving script_object. You can also just change the location of the trigger every frame with either the origin or setsize commands.
Probably the first way is easiest. Create a script_object with key / value 'targetname' / 'object' and a trigger_multiple with key / value 'targetname' 'trigger'. Just place them over each other, give them both the common/trigger texture.
In your script type:
Code: Select all
$trigger glue $object
$object whatevermovecommandyouwant
Bind
Posted: Wed Apr 30, 2003 1:16 pm
by tltrude
You can also use:
$my_trigger bind $my_object
$my_object moveNorth xxx
$my_object move // or waitmove
Posted: Wed Apr 30, 2003 1:25 pm
by mohaa_rox
I tried to move a higgins like Omaha, but it didnt work out that well.
1)If i used a normal vehicle, they said "moveto applied to NULL listener"
2)if i used a script model, it works, but I get stuck on top and can't fall in. At least it moves.
Posted: Wed Apr 30, 2003 5:24 pm
by nuggets
bind and glue have different uses, even though they do the same thing
glue will have to be used for triggers
result
Posted: Wed Apr 30, 2003 7:29 pm
by UZZIEL
i used the proposed glue command
the same on bind
on togglemenu lveldesign i saw
both dont moved together

the trigger stands still while de script object is moving
Should i use another type of trigger? - then what one if it has to react on bullets?
BIND BIND BIND
Posted: Thu May 01, 2003 12:41 am
by tltrude
Bind works and I can prove it. Download this tutorial map and put the PK3 in your MOHAA/main folder. The map will be under Team Deathmatch.
http://pages.sbcglobal.net/tltrude/Temp ... _range.zip
The map file and a text copy of the script are included. I used trigger_multiple(s) with the damage flag set and used "bind" in the script to attach them to the MOVING targets. A message pops up when you hit a target. I think UZZIEL's problem is that he does not know how to add targetnames to things in his map.
Posted: Thu May 01, 2003 12:56 am
by UZZIEL
ahahah lalalalal ahahahah

:D:D:D:
IT WORKS!!
It was not the problem of targeting ( i know how it works) even more of gluing.
Since this was my first time to "glue" i didnt know that multiple glues are not allowed so it hasnt moved.
eg:
$trigger1 glue $object
$trigger2 glue $object
$trigger3 glue $object
I removed all trigger binds and left just one in.
$trigger1 glue $object
- it worked.
Now Im happy
thx a lot
That Mappingfever is curious
ps: thx 4 bots jv_map ill try to improve them by "hit ststistics" like in real
DM
Posted: Thu May 01, 2003 11:26 pm
by nuggets
you could use more than 1 moving object if u wanted 2,
just use
$trigger1 glue $object1
$trigger2 glue $object2
$trigger3 glue $object3
giving each object seperate targetnames
