first of all use codeboxed, second, do you want the trigger to display that text or just do a print? also do you want the trigger to turn on the power?
anyways it seemed that you tried to do this, try it out
just add
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thread maps\_script::main();
after maps\zombiemode in your map.gsc
and put this code in a gsc calles "_script" inside your mod maps folder
first of all use codeboxed, second, do you want the trigger to display that text or just do a print? also do you want the trigger to turn on the power?
i want the trigger to turn on the power and display the text but zombies wont spawn untill the power is on
i want the trigger to turn on the power and display the text but zombies wont spawn untill the power is on
you can use the code i posted that will print on screen what you wanted when the power is turned on, if you want the power trigger to display the text only when the player is looking at the trigger you would need to edit dlc3.gsc or zombiemode, i dont remember which managed the power switch :L
for( i=0; i<players.size; i++ ) { wait 2; players[i] iprintln ("get the power turned on"); players[i] iprintln ("lol"); }
flag_wait( "electricity_on" );
for( i=0; i<players.size; i++ ) { players[i] iprintln ("congrats the power is now on"); wait 1; players[i] iprintln ("nothing to see here"); } }
Is not necessary and badly overcomplicates the whole script. iPrintLn() will print on the screen of all players by default (= if not called on a specific player). So the original script was perfectly fine in that regard. Anyway, you might be best off just editing the power switch code in dlc3_code.gsc
no the printing of the text is fine works and everything but the zombies do not spawn untill the power is turned on the script is messing with the zombies spawn somehow Post Merge: March 23, 2014, 07:27:13 pm
That is because you are calling your script like this:
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maps\_file::main();
while you should be calling it as a thread, as jjbradman said:
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thread maps\_file::main();
But also, thisIs not necessary and badly overcomplicates the whole script. iPrintLn() will print on the screen of all players by default (= if not called on a specific player). So the original script was perfectly fine in that regard. Anyway, you might be best off just editing the power switch code in dlc3_code.gsc
- Phil.
everything is fine to do with the iprintln but the zombies is my only problem they will not spawn unless the power is on which is located in another room
Last Edit: March 23, 2014, 07:27:13 pm by zombie madness
You can have more than one power system. Just make a basic trig, edit the prefab's KVP's, and notify the level for the perks and "electricity on". Just make sure that you have the original DLC3 power switch hidden in your map somewhere.
You can have more than one power system. Just make a basic trig, edit the prefab's KVP's, and notify the level for the perks and "electricity on". Just make sure that you have the original DLC3 power switch hidden in your map somewhere.
then i woud of had the problem of xmodel limit im not too far from it all ready and it seems i dont have a lot in my map but im pretty shure pathnodes are classed as xmodel well thats what it says in my map info