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Reset Triggers Upon Death?
W10607059 Offline
Junior Member

Posts: 11
Threads: 3
Joined: Feb 2012
Reputation: 0
#11
RE: Reset Triggers Upon Death?

(04-08-2012, 08:50 PM)JetlinerX Wrote: RemoveTimer("YOUR TIMER'S INTERNAL NAME");

Example:
AddTimer("looper", 0.1f, "restart_walk");

To remove:
RemoveTimer("looper");
How do I remove it on the condition that the player dies?

04-08-2012, 10:50 PM
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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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W10607059 Offline
Junior Member

Posts: 11
Threads: 3
Joined: Feb 2012
Reputation: 0
#13
RE: Reset Triggers Upon Death?

(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?
.
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.
}


haha you guys are so smart and im so stupid. Thanks for the help!
04-09-2012, 06:12 PM
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