JetlinerX
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Triggers not resetting
I KNOW there is a similar topic below, but I dont want to hijack his since he is still getting help.
Whats wrong with my script, that is making the areas not reactivate?
My Checkpoint
CheckPoint ("Check1", "BridgeDeathRespawn", "BridgeDeath", "DeathHints", "StayLow");
My Function:
void BridgeDeath(string &in asName, int alCount)
{
SetEntityActive("SprintDisable", true);
SetEntityActive("SprintEnable", true);
SetEntityActive("StandKill", true);
}
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04-08-2012, 09:00 PM |
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Apjjm
Is easy to say
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RE: Triggers not resetting
Going to need more information. Can you post up the full script?
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04-08-2012, 09:08 PM |
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JetlinerX
Senior Member
Posts: 599
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Joined: Jun 2011
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RE: Triggers not resetting
Sure thing!
void OnEnter ()
{
AddEntityCollideCallback("Player", "Wakeupscript", "Wakeupscript", true, 1);
AddEntityCollideCallback("Player", "Levelchange_1", "Levelchange", true, 1);
AddEntityCollideCallback("Player", "NoScare", "NoScare", true, 1);
AddEntityCollideCallback("Player", "SprintDisable", "NoSprint", true, 1);
AddEntityCollideCallback("Player", "SprintEnable", "Sprint", true, 1);
AddEntityCollideCallback("Player", "StandKill", "KillStand", true, 1);
}
void Wakeupscript(string &in asParent, string &in asChild, int alState)
{
SetLanternDisabled(true);
SetPlayerActive(false);
SetPlayerCrouching(true);
FadeOut(1.0f);
PlayMusic("Map1Ambiance.ogg", true, 100, 1, 0, false);
FadePlayerRollTo(50, 33, 33);
AddTimer("", 10, "Rollback");
SetPlayerSanity(10);
SetPlayerMoveSpeedMul(0.5);
SetPlayerLookSpeedMul(0.5);
}
void Rollback(string &in asTimer)
{
SetPlayerActive(true);
FadeIn(10.0f);
FadePlayerRollTo(0, 33, 33);
CheckPoint ("Check1", "BridgeDeathRespawn", "BridgeDeath", "DeathHints", "StayLow");
}
void Levelchange(string &in asParent, string &in asChild, int alState)
{
FadeOut(1.0f);
AddTimer("", 1.0f, "Change");
}
void Change(string &in asTimer)
{
ChangeMap("map02.map", "PlayerStartArea_1", "", "");
}
void NoScare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "03_no.snt", "Levelchange_1", 0, true);
StartPlayerLookAt("Levelchange_1", 2, 2, "");
AddTimer("", 5, "Away");
}
void Away(string &in asTimer)
{
StopPlayerLookAt();
}
void NoSprint(string &in asParent, string &in asChild, int alState)
{
SetPlayerRunSpeedMul(0);
}
void Sprint(string &in asParent, string &in asChild, int alState)
{
SetPlayerRunSpeedMul(1);
GiveSanityBoost();
}
void KillStand(string &in asParent, string &in asChild, int alState)
{
SetPlayerHealth(0);
}
void BridgeDeath(string &in asName, int alCount)
{
SetEntityActive("SprintDisable", true);
SetEntityActive("SprintEnable", true);
SetEntityActive("StandKill", true);
}
void OnLeave ()
{
}
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04-08-2012, 09:10 PM |
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Apjjm
Is easy to say
Posts: 496
Threads: 18
Joined: Apr 2011
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RE: Triggers not resetting
It appears you are deleting your callbacks on collision instead of de-activating the areas - so you will need to re-add them. Your checkpoint function should look as follows:
void BridgeDeath(string &in asName, int alCount)
{
AddEntityCollideCallback("Player", "SprintDisable", "NoSprint", true, 1);
AddEntityCollideCallback("Player", "SprintEnable", "Sprint", true, 1);
AddEntityCollideCallback("Player", "StandKill", "KillStand", true, 1);
}
Also note that adding your callbacks in OnEnter will mean they are added every time the map is entered. OnStart is usually a better place for adding the initial callbacks.
Edit: Forum formatting
(This post was last modified: 04-08-2012, 09:17 PM by Apjjm.)
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04-08-2012, 09:17 PM |
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JetlinerX
Senior Member
Posts: 599
Threads: 49
Joined: Jun 2011
Reputation:
19
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RE: Triggers not resetting
Opp, silly me. I knew areas dont get deleted, they just have to be recalled. DERRPPP. Sorry to waste your time. + rep.
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04-08-2012, 09:27 PM |
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