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Get the crafting bar to load on trigger

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Created 8 years ago
by i3ick
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Date Registered: 7 October 2016
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Concept: Players enter a trigger and the crafting bar appears. When it fills up after 10s the rest of the code is executed.

Can someone help me figure out how to implement this and also describe how to properly setup a trigger_multiple because it never seems to work for me.

Here are the bar functions I pulled from _zm_craftable and am trying to get to show up

#insert scripts\zm\craftables\_zm_craftables.gsh;
#using scripts\shared\hud_util_shared;

Code Snippet
Plaintext

function triggercheck(){
players = GetPlayers();
triggerEntity = GetEntArray("jumpwait", "targetname");
all_players_in = false;
while(!all_players_in)
{
    players_in = 0;
    for(i = 0;i<players.size;i++)
    {
          if(players[i] isTouching(triggerEntity))
          {
                players_in++;
                          self.craft_time = self.useTime;
self.craft_start_time = getTime();
craft_time = self.craft_time;
craft_start_time = self.craft_start_time;
                players[i] thread player_progress_bar( craft_start_time, craft_time );
    }
    if(players_in == players.size)
    {
          all_players_in = true;
    }
    wait(1);
}
}
}




function player_progress_bar( start_time, craft_time )
{
self.useBar = self hud::createPrimaryProgressBar();
self.useBarText = self hud::createPrimaryProgressBarText();
self.useBarText setText( &"ZOMBIE_BUILDING" );

if ( isdefined( self ) && isdefined( start_time ) && isdefined( craft_time ) )
{
self player_progress_bar_update( start_time, craft_time );
}

self.useBarText hud::destroyElem();
self.useBar hud::destroyElem();
}


function player_progress_bar_update( start_time, craft_time )
{
self endon( "entering_last_stand" );
self endon( "death" );
self endon( "disconnect" );
self endon( "craftable_progress_end" );

while ( isdefined( self ) && getTime() - start_time < craft_time )
{
progress = ( getTime() - start_time ) / craft_time;

if ( progress < 0 )
{
progress = 0;
}

if ( progress > 1 )
{
progress = 1;
}

self.useBar hud::updateBar( progress );
WAIT_SERVER_FRAME;
}

}

Double Post Merge: November 04, 2016, 09:23:42 am
Allright I figured it out :)

Code Snippet
Plaintext
function triggercheck(){
activated = false;
while(!activated)
{

    triggerEntity = GetEnt("jumpwait", "targetname");
    triggerEntity waittill("trigger", player);
    players = GetPlayers();

    for(i = 0;i<players.size;i++)
    {
          if(players[i] IsTouching(triggerEntity))
          {
              //execute code
                activated = true;
    }
    wait(1);
}
}

}
Last Edit: November 04, 2016, 09:23:42 am by i3ick
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You should put this question in the scripting part of the help desk of the forum and not in the mapping one  ;)

 
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