(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.
}