I have placed 4 Mystery Boxes From the Sniperbolt Prefabs. But whenever I use them They fly up in the air after the teddy bear then just go back to the original position
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant boxArray = []; boxArray[ boxArray.size ] = "start_chest"; boxArray[ boxArray.size ] = "chest1"; boxArray[ boxArray.size ] = "chest2"; boxArray[ boxArray.size ] = "chest3"; boxArray[ boxArray.size ] = "chest4"; boxArray[ boxArray.size ] = "chest5"; level.DLC3.PandoraBoxes = boxArray;
{ flag_set("moving_chest_enabled"); while ( 1 ) { level.chests = array_randomize(level.chests); if( isdefined( level.random_pandora_box_start ) ) break; if ( !IsDefined( level.chests[0].script_noteworthy ) || ( level.chests[0].script_noteworthy != "start_chest" ) ) { break; } } level.chest_index = 0; while(level.chest_index < level.chests.size) { if( isdefined( level.random_pandora_box_start ) ) break; if(level.chests[level.chest_index].script_noteworthy == "start_chest") { break; } level.chest_index++; } //init time chest accessed amount. if(level.script != "nazi_zombie_prototype") { level.chest_accessed = 0; } if(isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight) { // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too anchor = GetEnt(level.chests[level.chest_index].target, "targetname"); anchorTarget = GetEnt(anchor.target, "targetname"); level.pandora_light = Spawn( "script_model", anchorTarget.origin ); level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0); //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05); level.pandora_light SetModel( "tag_origin" ); playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin"); } // DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower. else if(level.script == "nazi_zombie_paris") { // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too anchor = GetEnt(level.chests[level.chest_index].target, "targetname"); anchorTarget = GetEnt(anchor.target, "targetname"); level.pandora_light = Spawn( "script_model", anchorTarget.origin ); level.pandora_light.angles = (-90, 0, 0); level.pandora_light SetModel( "tag_origin" ); //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin"); } //determine magic box starting location at random or normal init_starting_chest_location(); }
If anyone can help please and thank you