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Reset Triggers Upon Death? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Reset Triggers Upon Death? (/thread-14572.html) Pages:
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RE: Reset Triggers Upon Death? - W10607059 - 04-08-2012 (04-08-2012, 08:50 PM)JetlinerX Wrote: RemoveTimer("YOUR TIMER'S INTERNAL NAME");How do I remove it on the condition that the player dies? RE: Reset Triggers Upon Death? - Mackiiboy - 04-09-2012 (04-08-2012, 10:50 PM)W10607059 Wrote: How do I remove it on the condition that the player dies?. Ya'll just put in a RemoveTimer as JetlinerX said, into the DeadFunc. I'll copy the old stuff I wrote so it will be easier for you to see what I mean. void OnStart() { AddEntityCollideCallback("Player", "YOUR_AREA", "YOUR_FUNC", false, 1); } void YOUR_FUNC(string &in asParent, string &in asChild, int alState) { SetEntityActive("YOUR_AREA", false); CheckPoint("name_of_your_checkpoint", "Spawn_Area", "DeathFunc1", "DeathHint", "DescriptionOne"); } void DeathFunc1(string &in asName, int alCount) { SetEntityActive("YOUR_AREA", true); RemoveTimer("YOUR TIMER'S INTERNAL NAME"); <----------If the player dies, the timer will be removed. } RE: Reset Triggers Upon Death? - W10607059 - 04-09-2012 (04-09-2012, 12:08 AM)Mackiiboy Wrote:(04-08-2012, 10:50 PM)W10607059 Wrote: How do I remove it on the condition that the player dies?. haha you guys are so smart and im so stupid. Thanks for the help! |