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Reset Triggers Upon Death?
Mackiiboy Offline
Member

Posts: 101
Threads: 7
Joined: Jan 2012
Reputation: 11
#12
RE: Reset Triggers Upon Death?

(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.
}
04-09-2012, 12:08 AM
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Messages In This Thread
Reset Triggers Upon Death? - by W10607059 - 04-07-2012, 01:50 AM
RE: Reset Triggers Upon Death? - by Statyk - 04-07-2012, 02:01 AM
RE: Reset Triggers Upon Death? - by W10607059 - 04-07-2012, 09:45 PM
RE: Reset Triggers Upon Death? - by Mackiiboy - 04-07-2012, 10:24 PM
RE: Reset Triggers Upon Death? - by W10607059 - 04-07-2012, 11:05 PM
RE: Reset Triggers Upon Death? - by Mackiiboy - 04-07-2012, 11:34 PM
RE: Reset Triggers Upon Death? - by W10607059 - 04-07-2012, 11:47 PM
RE: Reset Triggers Upon Death? - by Mackiiboy - 04-08-2012, 12:01 AM
RE: Reset Triggers Upon Death? - by W10607059 - 04-08-2012, 03:39 AM
RE: Reset Triggers Upon Death? - by JetlinerX - 04-08-2012, 08:50 PM
RE: Reset Triggers Upon Death? - by W10607059 - 04-08-2012, 10:50 PM
RE: Reset Triggers Upon Death? - by Mackiiboy - 04-09-2012, 12:08 AM
RE: Reset Triggers Upon Death? - by W10607059 - 04-09-2012, 06:12 PM



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