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Contact Support - Help Center Get help on the UGX Discord. Join it now!is there anway to modify the script so it is an elevator that starts off at the top?
is there anway to modify the script so it is an elevator that starts off at the top?
// ZombieKid164's buyable elevator
#using scripts\zm\_zm_score;
#using scripts\shared\flag_shared;
function init()
{
//Things you can edit below \/
level.elevator_cost = undefined; // Change this to change the cost of the elevator. Leave it undefined to make it free.
level.elevate_height = 250 * 2; //This is how far the elevator will travel down.
level.elevator_transition_time = 10; //How long it will take for the elevator travel.
level.elevator_cooldown_time = 10; // Cooldown time of the elevator.
//Things you can edit above /\
level.elevator_trigger = GetEnt( "elevator_trigger", "targetname" );
level.elevator_trigger_bottom = GetEnt( "elevator_trigger_bottom", "targetname" );
level.elevator_trigger_outside_top = GetEnt( "elevator_trigger_outside_top", "targetname");
level.elevator_model = GetEnt( "elevator", "targetname" );
level.elevator_bottom_door_model = GetEnt("bottom_door", "targetname" );
level.elevator_top_door_model = GetEnt("top_door", "targetname" );
main();
}
function main()
{
level endon( "intermission" );
wait_for_power();
thread top_door_open();
level.elevator_trigger_top SetHintString( "" );
while(1)
{
if( isDefined(level.elevator_cost) )
while(1)
{
level.elevator_trigger SetHintString( "Hold ^3&&1^7 to Use Elevator [Cost: "+level.elevator_cost+"]" );
level.elevator_trigger waittill( "trigger", player );
if( isDefined(level.elevator_cost) && player.score >= level.elevator_cost )
{
player zm_score::minus_to_player_score( level.elevator_cost );
break;
}
else if( isDefined( level.elevator_cost ) && player.score < level.elevator_cost )
{
level.elevator_trigger SetHintString( "You do not have enough money." );
wait(4);
level.elevator_trigger SetHintString( "Hold ^3&&1^7 to Use Elevator [Cost: "+level.elevator_cost+"]" );
continue;
}
}
else
{
level.elevator_trigger SetHintString( "Hold ^3&&1^7 to Use Elevator" );
level.elevator_trigger waittill( "trigger", player );
level.elevator_trigger SetHintString( "" );
}
thread top_door_close();
wait(1);
thread elevator_fall( level.elevate_height, level.elevator_transition_time );
wait( level.elevator_transition_time );
thread bottom_door_open();
level.elevator_trigger_bottom SetHintString( "Elevator is cooling down." );
wait( level.elevator_cooldown_time );
if( isDefined(level.elevator_cost) )
while(1)
{
level.elevator_trigger_bottom SetHintString( "Hold ^3&&1^7 to Use Elevator [Cost: "+level.elevator_cost+"]" );
level.elevator_trigger_bottom waittill( "trigger", player );
if( isDefined(level.elevator_cost) && player.score >= level.elevator_cost )
{
player zm_score::minus_to_player_score( level.elevator_cost );
break;
}
else if( isDefined( level.elevator_cost ) && player.score < level.elevator_cost )
{
level.elevator_trigger_bottom SetHintString( "You do not have enough money." );
wait(4);
level.elevator_trigger_bottom SetHintString( "Hold ^3&&1^7 to Use Elevator [Cost: "+level.elevator_cost+"]" );
continue;
}
}
else
{
level.elevator_trigger_bottom SetHintString( "Hold ^3&&1^7 to Use Elevator" );
level.elevator_trigger_bottom waittill( "trigger", player );
level.elevator_trigger_bottom SetHintString( "" );
}
level.elevator_trigger_bottom SetHintString( "" );
thread top_door_close();
wait(1);
thread elevator_rise( level.elevate_height, level.elevator_transition_time );
wait( level.elevator_transition_time );
thread top_door_open();
level.elevator_trigger SetHintString( "Elevator is cooling down." );
wait( level.elevator_cooldown_time );
}
}
function elevator_rise( height, speed )
{
level.elevator_model movez (height - (height * 2), speed);
level.elevator_model waittill ("movedone");
}
function elevator_fall( height, speed )
{
level.elevator_model movez (height, speed);
level.elevator_model waittill ("movedone");
}
function bottom_door_open()
{
level.elevator_bottom_door_model movex (130, 1);
}
function bottom_door_close()
{
level.elevator_bottom_door_model movex (130 - (130 * 2), 1);
}
function top_door_open()
{
level.elevator_top_door_model movex (130, 1);
}
function top_door_close()
{
level.elevator_top_door_model movex (130 - (130 * 2), 1);
}
function wait_for_power()
{
level.elevator_trigger_outside_top SetHintString( &"ZOMBIE_NEED_POWER" );
level flag::wait_till( "power_on" );
level.elevator_trigger_outside_top SetHintString( "" );
}
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is there anway to modify the script so it is an elevator that starts off at the top?
I'm just going to make an edited version of the script so it starts off at the top to stop all of the confusion. Should come out soon.
Double Post Merge: February 15, 2017, 10:03:42 pm
Okay, so I've made an edited version of the script which should work, which you can find here: https://mega.nz/#!UlMVDajQ!cQose0fJsRWnSTI0goFTmu0TWTBs7fKkEpRQQJeWQyE
Just a couple of steps for install:
1) Download and replace the regular script with this one (root\share\raw\scripts\_ZK...)
2) In radiant, move the elevator platform to the top landing area and should work normal
One note: I am having computer issues at the moment so I do not know if this works correctly or not... So it might not work... Just reply with what happens if it does not work and I'll try to fix it.
P.S.: Sorry I took so long to do this, I've been really busy
na fam dont work