UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Can\'t enter 2 KPV\'s

broken avatar :(
Created 11 years ago
by swakking
0 Members and 1 Guest are viewing this topic.
1,406 views
broken avatar :(
×
broken avatar :(
Location: usAlabama
Date Registered: 20 June 2013
Last active: 4 years ago
Posts
40
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
swakking's Groups
swakking's Contact & Social LinksAFK_GUYMan Baby
So I'm trying to make a two way door and when i enter "script_flag" "enter_z11" it deletes my old Kpv "enter_z1" how can i use two KPV's without the other getting removed

EDIT: never mind i found my out problem i needed to make two trigger's and put the kpv in as "script_flag" "enter_start_z_to_z1" and "enter_z1_to_start_z"

but i do need to know to to set up 2 kpv's so i can get my risers to come out of water and find flesh because it only lets me use one "script_noteworthy" and not two :-X
Last Edit: August 26, 2015, 12:02:19 pm by Alerion
broken avatar :(
×
broken avatar :(
Location: usCalifornia
Date Registered: 6 August 2015
Last active: 4 years ago
Posts
145
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Hiya!
×
Eggies's Groups
Eggies's Contact & Social LinksXelastotiyoushi
Hi  :)

So basically, you can't have two KVPs with the same Key name. For example if you had:

Key: script_noteworthy
Value: blah  :rainbow:

you can't have another KVP with the key "script_noteworthy". However, the VALUE bar I believe can be the same (but IDK why you would do that.)

As for making zombies rise out of water, I believe you would just make a normal riser and put him at the ground under the water. Make sure that the script struct is halfway under the ground and where you want the zombie to rise. (I assume that you already have the right KVPs  :gusta:) ALSO make sure that if they rise out of water they are connected to the proper zone and have pathnodes.

Hope this helps!    :lol:
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 14 September 2013
Last active: 6 years ago
Posts
1,895
Respect
Forum Rank
Zombie Destroyer
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
BE ORIGINAL
Signature
×
MakeCents's Groups
Mapper Has released one or more maps to the UGX-Mods community.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
So I'm trying to make a two way door and when i enter "script_flag" "enter_z11" it deletes my old Kpv "enter_z1" how can i use two KPV's without the other getting removed

EDIT: never mind i found my out problem i needed to make two trigger's and put the kpv in as "script_flag" "enter_start_z_to_z1" and "enter_z1_to_start_z"

but i do need to know to to set up 2 kpv's so i can get my risers to come out of water and find flesh because it only lets me use one "script_noteworthy" and not two :-X

One, you can use the same script_flag for both triggers on each side of the door. When you set up your add_adjacent_zone(zone1, zone2, flag); the flag will make those two zones adjacent, either way you open it, two ways by default. So just make one trigger and then copy the exact thing to the other side of the door. (you can do one way adjacents but you don't want to for this and don't worry about that now)

Two, what? For spawners you will make a new actor for each spawn point, except risers. Each zone only need one riser actor, that will work for all the riser locations, script_structs.
Last Edit: August 27, 2015, 11:38:41 pm by MakeCents

 
Loading ...