Call of Duty 5: World at War => Help Desk => Topic started by: pashan on March 31, 2014, 01:35:44 am
Title: Script Help Check if Statements
Post by: pashan on March 31, 2014, 01:35:44 am
How do i script to tell the computer to make a trigger activable if a certain trigger has been activated?
Title: Re: Script Help Check if Statements
Post by: jjbradman on March 31, 2014, 01:46:22 am
first disable the trigger at the very start of the function with and after the player use the first trigger set a falg like this and make the trigger that you disabled to wait till the flag has been set up to show it to the players like it would be easier to understand if you could post your code to make the required changes
Title: Re: Script Help Check if Statements
Post by: pashan on March 31, 2014, 01:55:49 am
first disable the trigger at the very start of the function with and after the player use the first trigger set a falg like this and make the trigger that you disabled to wait till the flag has been set up to show it to the players like it would be easier to understand if you could post your code to make the required changes
what if i have multiple triggers to disable and enable:
What i mean:
( player uses trigger 1 = makes trigger 2 usable player uses trigger 2 = makers trigger 3 usable
and so on.....)
can i keep on changing "stop_wait"
to stop_wait_two
stop_wait_three
and so on..... ?!?!
Title: Re: Script Help Check if Statements
Post by: jjbradman on March 31, 2014, 01:58:34 am
everytrigger must wait for the last trigger to notify the flag. yeah you should be fine
Title: Re: Script Help Check if Statements
Post by: JBird632 on March 31, 2014, 02:00:20 am
Yes, you can set it up to do that. Personally I wouldn't use flags, I would just set it up like this:
Title: Re: Script Help Check if Statements
Post by: pashan on March 31, 2014, 02:03:08 am
how would i make a trigger display a meassage
Title: Re: Script Help Check if Statements
Post by: jjbradman on March 31, 2014, 02:04:41 am
jbrid wouldnt that way the triggers stay active all the time? ???
Title: Re: Script Help Check if Statements
Post by: JBird632 on March 31, 2014, 02:05:22 am
you hide them and show them where I said "do stuff" also to set the hintstring you simply put:
well i prefer using flags cause i've had bad memories using waittill player but i think it might work the same :o if you want the hint string to have something like "press F" you put inside the hinstring, also if ou want the text to be yellow you put ex:
Title: Re: Script Help Check if Statements
Post by: JBird632 on March 31, 2014, 02:08:09 am
Didn't even notice that, you have a semicolon at the end of your function name remove the semicolon
oh lol thanks for the help man Post Merge: March 31, 2014, 04:19:25 amit giving me another error now
bad syntax trigger_two = getent("s_two", "targetname");
updated:
Title: Re: Script Help Check if Statements
Post by: JBird632 on March 31, 2014, 04:33:07 am
This was probably going to go back and forth for a while so I just edited the code: Like I said before, I prefer not using flags, so I instead called the second function from the first.
Title: Re: Script Help Check if Statements
Post by: pashan on March 31, 2014, 04:39:21 am
This was probably going to go back and forth for a while so I just edited the code: Like I said before, I prefer not using flags, so I instead called the second function from the first.
get an error
unknow function trigger_one sethinstring (" Press and hold &&1 for Ray Gun ");
Title: Re: Script Help Check if Statements
Post by: JBird632 on March 31, 2014, 04:44:18 am
add this stuff back to the top of the code: Also how are you calling this code?
Title: Re: Script Help Check if Statements
Post by: pashan on March 31, 2014, 04:46:05 am
add this stuff back to the top of the code: Also how are you calling this code?
i have this at the top of the code.
and in nazi_zombie_mapname.gsc
under
i have
ray.gsc is the name of the gsc i have the script in
Title: Re: Script Help Check if Statements
Post by: JBird632 on March 31, 2014, 04:49:34 am
Oh it was missing a 't'
Title: Re: Script Help Check if Statements
Post by: pashan on March 31, 2014, 04:53:03 am
sorry for bothering you but what if i wanted to add more triggers like 3 or 4 more
Title: Re: Script Help Check if Statements
Post by: Ege115 on March 31, 2014, 04:59:07 am
You make a new enity with the Getent stuff like this to lets say that we name it to trigger_three. And then you have the different functions in your code you can choose from like, And when you want the trigger to show,
Title: Re: Script Help Check if Statements
Post by: JBird632 on March 31, 2014, 05:01:02 am
I removed the second function, cause I didn't feel like making multiple functions which you would have to transfer the variables through
Title: Re: Script Help Check if Statements
Post by: pashan on March 31, 2014, 05:01:52 am
Thanks for the help guys imma credit all of you on my next map thank you :) Post Merge: April 01, 2014, 12:49:12 amWhats wrong with this script
getting bad syntax
}
Title: Re: Script Help Check if Statements
Post by: SajeOne on April 01, 2014, 03:07:11 am