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Contact Support - Help Center Get help on the UGX Discord. Join it now!I think you may be slightly confused. Scripting, unless spawning in ents like you are suggesting, isn't the cause for gspawn. Gspawn typcially occurs when you have too many interactive ents and what you are suggesting is to spawn more ents. He is attempting to relieve his interactive ents by scripting around it. I've done it in ORBiT as well, slightly different. Triggers for me were just the easiest, most used ent that I could get around easily. I'm sorry that is confusing or stupid to you. He did agree that spawning one ent per door if a player is near could be an alternative, and he is completely capable of figuring out that method. He was merely asking for "help" to see if anyone could see the error in his code, he wanted to use.
On a side note, you need to either learn to speak to people or stop trying to help. No matter how much more you think you know, no one will care if you call them stupid, or what they thing they are doing is stupid.
Yes, there is. The way your doing this is messy, stupid, and clearly not working. The reason you had Gspawn at start was probably because you where looping it. You don't even need to use a distance check at all.
If this is *only* for one trigger, this should be about all you need:
Might need to do some tweaking(didn't compile, either), but I can't see any reason why this wouldn't work for what your trying to do.
I couldn't even compile the map because I got g-spawn during compiling
Unless your constantly spawning in trigger_radius's like crazy, I can't see how your getting Gspawn. How many triggers is this even for, exactly? What code did you use to spawn them? something like this:
?
Your making this a lot more complicated that it needs to be. You could have just used a trigger_radius and
To determine if a player is touching the trigger or not. All of these distance checks is just nonsense.
Your also calling checkTouchingTrig() without an entity here:
Also what is the difference between threading and not threading? and how can you tell when to thread a function and when not to thread a function.
I wonder if I can use this to 3 or 4 player coop with someone else doing the same thing... probably right?