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opening door script

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Created 10 years ago
by javipotter
0 Members and 1 Guest are viewing this topic.
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Location: escastellon
Date Registered: 14 February 2013
Last active: 4 years ago
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javipotter's Contact & Social LinksZombieModdingJavipotterJAVI-POTTERjavi potter
hi i would like to make some trigger damage and while shooting them a door open, the script works but is there any way to just be able to shoot with an specific gun? in my case the gun name i wanna use is staff_fire, this is the code
Code Snippet
Plaintext
//////////////////////////////////////////
/////Army//Door//////From//Gamer9294//////
//////////////////////////////////////////
#include maps\_music;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;

main()
{

self.teddybear_num = 0;
thread secret_item();
thread secret_item2();
thread secret_item3();

}
//Secret_Teddybears
secret_item()
{

bear = getEnt("firedecal","targetname");
trig = getEnt("fire","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
}

secret_item2()
{

bear = getEnt("firedecal2","targetname");
trig = getEnt("fire2","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
}

secret_item3()
{

bear = getEnt("firedecal3","targetname");
trig = getEnt("fire3","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
}

army_door()
{

if(self.teddybear_num == 3)
{

door1 = getEnt("firedoor","targetname");

players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound("bridge_lower");

door1 movez(128, 4); 

self.gate_is_moving = "true";

wait 1;
iPrintLnBold("Well Done, You have unlocked fire staff upgraded");
wait 3;
door1 delete();

}
}
Marked as best answer by javipotter 10 years ago
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Location: se
Date Registered: 30 July 2013
Last active: 3 weeks ago
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Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Ege115's Contact & Social LinksEge115
Try this, it checks if the players current weapon is "staff_fire" after you hit the trigger. If it isn't, then it will loop the script and wait for the player to hit the trigger again until the current weapon is "staff_fire".
Code Snippet
Plaintext
//////////////////////////////////////////
/////Army//Door//////From//Gamer9294//////
//////////////////////////////////////////
#include maps\_music;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;

main()
{

self.teddybear_num = 0;
thread secret_item();
thread secret_item2();
thread secret_item3();

}
//Secret_Teddybears
secret_item()
{

bear = getEnt("firedecal","targetname");
trig = getEnt("fire","targetname");

while(1)
{
trig waittill("trigger", player);
if( player GetCurrentWeapon() == "staff_fire" )
{
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
break;
}
}
}

secret_item2()
{

bear = getEnt("firedecal2","targetname");
trig = getEnt("fire2","targetname");

while(1)
{
trig waittill("trigger", player);
if( player GetCurrentWeapon() == "staff_fire" )
{
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
                        break;
}
}
}

secret_item3()
{

bear = getEnt("firedecal3","targetname");
trig = getEnt("fire3","targetname");

while(1)
{
trig waittill("trigger", player);
if( player GetCurrentWeapon() == "staff_fire" )
{
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
                        break;
}
}
}

army_door()
{

if(self.teddybear_num == 3)
{

door1 = getEnt("firedoor","targetname");

players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound("bridge_lower");

door1 movez(128, 4); 

self.gate_is_moving = "true";

wait 1;
iPrintLnBold("Well Done, You have unlocked fire staff upgraded");
wait 3;
door1 delete();

}
}
broken avatar :(
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broken avatar :(
Location: escastellon
Date Registered: 14 February 2013
Last active: 4 years ago
Posts
106
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Pack-a-Puncher
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javipotter's Contact & Social LinksZombieModdingJavipotterJAVI-POTTERjavi potter
thank you very much it works perfect
:D

 
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