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A question about trigger_use

Posted: Thu Jan 08, 2004 10:35 pm
by Axion
I'm working on an objective map, and on the route to one of the objectives, I have a wall that is blocking access to one of the less difficult paths to assault. I have a script_object functioning as a bomb to blow the wall up. Now, here's the question- Is there any way that I can make it so that only the Allies can use the trigger_use to blow the wall up? The only similar option I could find was the 'NOT_PLAYERS' box in the entity inspector window, but that obviously won't work.


I have the bomb on the wall scripted separatelyfrom the objective scripting. Would it be easier for me to make the wall another objective and not include it in the number of targets to destroy?

I'm not very good with scripts yet, so I'm sorry if I don't make any sense or if this question comes off as extremely stupid. I'd just like some input.

Posted: Thu Jan 08, 2004 11:11 pm
by nuggets
at the start of the script use

team_check:
if (parm.other.dmteam == "allies") //or axis depending on team
{thread "named_thread"
$bomb_trigger_name nottriggerable}

change "named_thread" for the thread you've created
change $bomb_trigger_name to the name you've created

any problems post your script

Posted: Thu Jan 08, 2004 11:34 pm
by Axion
Awesome, thanks a lot!
:D

Posted: Sat Jan 10, 2004 6:47 am
by bdbodger
or

if (parm.other.dmteam == "allies")
end

Posted: Sat Jan 10, 2004 9:45 am
by mohaa_rox
to make it more understandable, or easier, try:

local.triggerer = parm.other //we call him triggerer as it's easier :wink:

team_check:
if(local.triggerer.dmteam == "allies")

blah blah. :wink:

Posted: Sat Jan 10, 2004 6:13 pm
by Axion
Yeah, that clarified it for me. Well, it''s good to know that I have several methods at my disposal.

Thanks! :D