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

help with door and rounds

broken avatar :(
Created 11 years ago
by hiimachicken
0 Members and 1 Guest are viewing this topic.
4,986 views
broken avatar :(
×
broken avatar :(
Location: gbScotland
Date Registered: 21 August 2014
Last active: 6 years ago
Posts
59
Respect
Forum Rank
Rotting Walker
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
hi m8
×
hiimachicken's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
hiimachicken's Contact & Social Linkshiimachicken
can anyone help me open a door at round 5

ive tried
Code Snippet
Plaintext
if(level.round_number >= 2 )

then the code but i deleted the rest, can anyone please help

i want it so as soon as it hits round 5 the door automatically opens
, the doors targetname is door1
broken avatar :(
×
broken avatar :(
Location: usLuketown
Date Registered: 8 June 2013
Last active: 2 years ago
Posts
292
Respect
Forum Rank
Mr. Elemental
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
Personal Quote
Welcome to Luketown
×
sevengpluke's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
sevengpluke's Contact & Social Linkssevengplukedalukesevengplukesevengplukesevengpluke
Code Snippet
Plaintext
if ( level.round_number == 4 )
{
level waittill ( "between_round_over" );
trig = getEnt("door1", "targetname");
trig waittill ("trigger");
trig delete();
}

This may work I'm not sure and still new to scripting. Put a big trigger radius around a area a player would most likely be at and give it those kvp's.(I don't know the code for automatic trigger lol).
Marked as best answer by hiimachicken 11 years ago
broken avatar :(
×
broken avatar :(
The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 6 years ago
Posts
2,148
Respect
Forum Rank
King of the Zombies
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Signature
Donate to me if you enjoy my work. https://www.paypal.me/thezombiekilla6
×
Dust's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Dust's Contact & Social Linksdust103194MrZ0mbiesFanaticMrZ0mbiesFanatic
if ( level.round_number == 4 )
   {
      level waittill ( "between_round_over" );
      trig = getEnt("door1", "targetname");
      trig waittill ("trigger");
      trig delete();
   }[/code]

This may work I'm not sure and still new to scripting. Put a big trigger radius around a area a player would most likely be at and give it those kvp's.(I don't know the code for automatic trigger lol).

You don't need to add a trigger radius, and it doesnt need the waittill there. Plus you will have to connect paths similar to checking the box on the door in radiant except it wont work like that, you have to do it via script and well as enabling the zone. So something like this will work.

Code Snippet
Plaintext
if ( level.round_number == 5 )
{
door1= getEnt("door1", "targetname");
door1 moveZ(-500, .5); //Move the door outside of the map
       players = get_players();
             for( i = 0; i < players.size; i++ )
players[i] playsound("door_slide_open"); //default door sound opening sound
                door1 connectpaths(); //connect the paths so the zombies will be able to walk in the door
                flag_set("enter_zone1"); //Change this to whatever your zones name is, then of course set up the adjacent zone like you normally would for any other door
}
Last Edit: January 04, 2015, 06:01:32 pm by thezombiekilla6
broken avatar :(
×
broken avatar :(
Location: usLuketown
Date Registered: 8 June 2013
Last active: 2 years ago
Posts
292
Respect
Forum Rank
Mr. Elemental
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
Personal Quote
Welcome to Luketown
×
sevengpluke's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
sevengpluke's Contact & Social Linkssevengplukedalukesevengplukesevengplukesevengpluke
Code Snippet
Plaintext
level waittill ( "between_round_over" );
Was only there so as the round counter flashes to 5 it would activate the trigger, Nether-less, I like the way you did it in your code. Thanks for the tips. :)
broken avatar :(
×
broken avatar :(
Location: gbScotland
Date Registered: 21 August 2014
Last active: 6 years ago
Posts
59
Respect
Forum Rank
Rotting Walker
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
hi m8
×
hiimachicken's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
hiimachicken's Contact & Social Linkshiimachicken
You don't need to add a trigger radius, and it doesnt need the waittill there. Plus you will have to connect paths similar to checking the box on the door in radiant except it wont work like that, you have to do it via script and well as enabling the zone. So something like this will work.

Code Snippet
Plaintext
if ( level.round_number == 5 )
{
door1= getEnt("door1", "targetname");
door1 moveZ(-500, .5); //Move the door outside of the map
       players = get_players();
             for( i = 0; i < players.size; i++ )
players[i] playsound("door_slide_open"); //default door sound opening sound
                door1 connectpaths(); //connect the paths so the zombies will be able to walk in the door
                flag_set("enter_zone1"); //Change this to whatever your zones name is, then of course set up the adjacent zone like you normally would for any other door
}


this just freezes my game

Double Post Merge: January 04, 2015, 10:13:16 pm
okay got it working, but the zombies don't come through the door
Last Edit: January 04, 2015, 10:13:16 pm by hiimachicken
broken avatar :(
×
broken avatar :(
The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 6 years ago
Posts
2,148
Respect
Forum Rank
King of the Zombies
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
Dust's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Dust's Contact & Social Linksdust103194MrZ0mbiesFanaticMrZ0mbiesFanatic

this just freezes my game

Double Post Merge: January 04, 2015, 10:13:16 pm
okay got it working, but the zombies don't come through the door

I didnt think you need dynamic path selected on the door if you do it like this, but try selecting dynamic path on the door and see what happens.
broken avatar :(
×
broken avatar :(
Location: gbScotland
Date Registered: 21 August 2014
Last active: 6 years ago
Posts
59
Respect
Forum Rank
Rotting Walker
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
hi m8
×
hiimachicken's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
hiimachicken's Contact & Social Linkshiimachicken
I didnt think you need dynamic path selected on the door if you do it like this, but try selecting dynamic path on the door and see what happens.

its already selected hmm :/
broken avatar :(
×
broken avatar :(
The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 6 years ago
Posts
2,148
Respect
Forum Rank
King of the Zombies
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
×
Dust's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Dust's Contact & Social Linksdust103194MrZ0mbiesFanaticMrZ0mbiesFanatic
its already selected hmm :/

Did you put pathnodes in the room yet? The connect paths should work fine
broken avatar :(
×
broken avatar :(
Location: gbScotland
Date Registered: 21 August 2014
Last active: 6 years ago
Posts
59
Respect
Forum Rank
Rotting Walker
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
hi m8
×
hiimachicken's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
hiimachicken's Contact & Social Linkshiimachicken
yeah i put pathnodes aswell :/
broken avatar :(
×
broken avatar :(
Location: nl
Date Registered: 22 September 2013
Last active: 6 months ago
Posts
326
Respect
Forum Rank
Perk Hacker
Primary Group
Mapper
My Groups
More
Personal Quote
Zombie Mapper and Gamer
Signature
My Custom Zombie Maps:

- Nazi zombie Legion
- City of Hell
- The Abandoned Mine
- The Last Undead House (Finished)

more custom zombie maps coming soon
×
gamer9294's Groups
Mapper Has released one or more maps to the UGX-Mods community.
gamer9294's Contact & Social Links
hello,


try this:


add this after the moving door code:

Code Snippet
Plaintext
door1 notsolid();

look like this:

Code Snippet
Plaintext
door1 moveZ(-500, .5);
door1 notsolid();


if that does not work then

add this on the end of your function:


Code Snippet
Plaintext
door1 delete();


that make sure that the door is not inused ingame then the pathnodes will automatic connecting!


best regards,
Gamer9294
broken avatar :(
×
broken avatar :(
Location: gbScotland
Date Registered: 21 August 2014
Last active: 6 years ago
Posts
59
Respect
Forum Rank
Rotting Walker
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
hi m8
×
hiimachicken's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
hiimachicken's Contact & Social Linkshiimachicken
Ill try that, are my path nodes correctly laid out?
broken avatar :(
×
broken avatar :(
Location: nl
Date Registered: 22 September 2013
Last active: 6 months ago
Posts
326
Respect
Forum Rank
Perk Hacker
Primary Group
Mapper
My Groups
More
Personal Quote
Zombie Mapper and Gamer
×
gamer9294's Groups
Mapper Has released one or more maps to the UGX-Mods community.
gamer9294's Contact & Social Links
Ill try that, are my path nodes correctly laid out?
(Image removed from quote.)


not yet,


you need to make the pathnodes to the front and to the back of the door that they can connect them together

otherwise if there is a wall between the pathnodes then they will not connecting



best regards,
Gamer9294
broken avatar :(
×
broken avatar :(
Location: gbScotland
Date Registered: 21 August 2014
Last active: 6 years ago
Posts
59
Respect
Forum Rank
Rotting Walker
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
hi m8
×
hiimachicken's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
hiimachicken's Contact & Social Linkshiimachicken
got it thanks

 
Loading ...