I have a trigger_multiple that i want to act as a message that can be triggered over and over again, but the script i have isn't working right. if anyone can help it would be great!
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Thanks so much guys! I chose Iprintln because i wanted the message to be on the corner and not distracting to the player triggering it, but i guess it shows for everyone instead of the one triggering it only. Double Post Merge: April 07, 2018, 03:26:13 pm
I imagine he “wants” it on touch, to say where the person is
I would want that as well, where it can tell where the person is like "entering blah blah area" without using sethintstring and using iprintlnbold or iprintln idk
Thanks so much guys! I chose Iprintln because i wanted the message to be on the corner and not distracting to the player triggering it, but i guess it shows for everyone instead of the one triggering it only.
You can simply do this to make it show to only one player:
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user = undefined;
for(;;) { trigger waittill("trigger", user);
user IPrintLn("Message message message message"); wait .1; }
You can simply do this to make it show to only one player:
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user = undefined;
for(;;) { trigger waittill("trigger", user);
user IPrintLn("Message message message message"); wait .1; }
You can also do that with a trigger_multiple
swear ive tried that before and it doesnt work? Maybe just iprintLnBold doesnt
anyway as for the OPs questions regarding only making it show up once until the player walks away
you can do this by threading another function on the player that touched it, set a variable on that player and use that variable on the "trigger" function, if it is defined and is true, then they already saw the print
then in the function we threaded on the player, check constantly if hes still touching that trigger, when he no longer is, unset that variable again
bo3 ( i know your asking for waw ) actually already has a trigger utility script that has support for this, maybe you can just modify that back to waw, ill pop that support below anyway
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//trigger_thread function function_thread(ent, on_enter_payload, on_exit_payload) { ent endon("entityshutdown");
if(ent ent_already_in(self)) return;
add_to_ent(ent, self);
// iprintlnbold("Trigger " + self.targetname + " hit by ent " + ent getentitynumber());
again ^ this would need - thats NEED - to be modified to work in waw
i posted some custom trigger script for waw ages ago that supports this already if you can find it. I believe makecents also did something similar, id imagine his also supports this
Last Edit: April 07, 2018, 05:52:00 pm by Harry Bo21