script object, IF statement??
Posted: Fri Mar 19, 2004 10:39 am
ok heres my scenario, player enters room, door closes behind him, walls close in, he has to shoot a mult trigger to open a window, now this is the part i need help with, my script is relying on the player hittin the trigger,
this maybe unclear i woul post the whole script its a big long.
$window2 moveUp 64 <--i have that when the player hits the trigger.
and...
$window2 moveDown 64
at the end, (regardless of what happens, the window always moves down), so....
if the player misses the trigger the window will not move up but will still move down and generally screw it up.
basically if the player misses the trigger and gets squashed, window2 must not move down.
if u want to see the script i can post it, or send it over msn.
Im not sure if i need an IF statement in there or some kind of variable, im not sure how those work yet, ive looked at a lot of eg maps n stuff in the bin but i cant quite get my head around em.
for instance, i took this from tltrudes door script hope you dont mind, but in the elevator prep section u have...
level.elepos = 0 // Defines the position of the elevator. "0 - down" "1 - up"
i can see how that defines the position but im still unsure of how the game knows you are talking about the elevator.
this maybe unclear i woul post the whole script its a big long.
$window2 moveUp 64 <--i have that when the player hits the trigger.
and...
$window2 moveDown 64
at the end, (regardless of what happens, the window always moves down), so....
if the player misses the trigger the window will not move up but will still move down and generally screw it up.
basically if the player misses the trigger and gets squashed, window2 must not move down.
if u want to see the script i can post it, or send it over msn.
Im not sure if i need an IF statement in there or some kind of variable, im not sure how those work yet, ive looked at a lot of eg maps n stuff in the bin but i cant quite get my head around em.
for instance, i took this from tltrudes door script hope you dont mind, but in the elevator prep section u have...
level.elepos = 0 // Defines the position of the elevator. "0 - down" "1 - up"
i can see how that defines the position but im still unsure of how the game knows you are talking about the elevator.