power = getEnt("use_power_switch", "targetname"); power SetCursorHint( "HINT_NOICON" ); start = getEnt("power_notify", "targetname"); start SetCursorHint( "HINT_NOICON" ); con = getEnt("con", "targetname"); con SetCursorHint( "HINT_NOICON" );
thread power_thinking(power, "Press and Hold &&1 To Attempt The Puzzle"); thread power_thinking(start, "Press and Hold &&1 To Attempt The Puzzle"); thread power_thinking(con, "Press and Hold &&1 To Attempt The Puzzle"); }
power_thinking(trigger, hint){ for(;;){ if(level.connection < 4 - 1){ // makes sure itll be 3 if(level.connection == 3 - 1 && level.disable_trigger_power == true){ trigger SetHintString("Press and Hold &&1 To Solve The Puzzle"); } else { trigger SetHintString(hint); } trigger waittill("trigger", player); player disableWeapons(); player freezeControls(true); done_time = 4.5; time = 0; bar = player createPrimaryProgressBar(); bar updateBar( 0.01, 1 / done_time ); bar.color = ( .5, 1, 1 ); while(player useButtonPressed()){ wait(.5); time++; //play_sound_at_pos("", trig); if ( player maps\_laststand::player_is_in_laststand()){ break; } if(time - .5 >= done_time ){ level.connection++; trigger delete(); bar destroyElem(); break; } wait(.5); } } else { level.disable_trigger_power = false; power_switch_trig = getEnt("turn_power_on", "targetname"); power_switch_trig enable_trigger(); } } }
Hoping this is what you want. In dlc3_code.gsc find the function
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power_electric_switch() { // Code }
and replace it with
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power_electric_switch() { level.Connection = 3; // Amount of triggers. Since you have 3 before power, 3 is set. trig = getent("use_power_switch","targetname"); master_switch = getent("power_switch","targetname"); master_switch notsolid(); trig sethintstring(&"ZOMBIE_ELECTRIC_SWITCH");
Connection = GetEntArray( "con", "targetname" ); // Trigger of some sort with the targetname of con for( i = 0; i < Connection.size; i++ ) Connection[i] thread ConnectionTrigs( trig );
ConnectionTrigs( Trig ) { // Use the code commented below if you want user to hit the main switch first // Trig waittill( "trigger", user ); // Use commented code below for a hintstring message // self SetHintString( "Connection Interrupted" ); self SetCursorHint( "HINT_NOICON" ); self waittill( "trigger", user ); level.Connection--; user iprintln( level.Connection + " connections left to go" ); self delete(); }
I am able to build the connections before the player trys to turn on the power for teh first time. so can you implement that in ur script and add teh knuckle crack when the player builds a connection. Thanks
Here you go. Should do fine now. Just do the same thing replace the part I told you to add then done.
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power_electric_switch() { level.Connection = 3; // Amount of triggers. Since you have 3 before power, 3 is set. trig = getent("use_power_switch","targetname"); master_switch = getent("power_switch","targetname"); master_switch notsolid(); trig sethintstring(&"ZOMBIE_ELECTRIC_SWITCH");
Connection = GetEntArray( "con", "targetname" ); // Trigger of some sort with the targetname of con for( i = 0; i < Connection.size; i++ ) Connection[i] thread ConnectionTrigs();