Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: KillJoyYT
How could I change this function so that the player has to hit multiple triggers before the platform can move??
example:
(Hold F) on trigger
(Hold F) on trigger
(Hold F) on trigger
(Hold F) on trigger
Door Move
function dissapearing_platform1()
{
trig_1 = GetEnt("platform_trig_1", "targetname");
model_1 = GetEnt("platform_model_1", "targetname");
trig_1 SetHintString("Hold &&1");
trig_1 SetCursorHint("HINT_NOICON");
trig_1 waittill("trigger", player);
trig_1 Delete();
model_1 MoveX(62,2);
}
I don't want to make 4 separate functions, only 1.
thank you
ModmeBot:
Reply By: KillJoyYT
This seems to work but is it the best way?
function dissapearing_platform1()
{
trig_1 = GetEnt("platform_trig_1", "targetname");
trig_2 = GetEnt("platform_trig_2", "targetname");
trig_3 = GetEnt("platform_trig_3", "targetname");
trig_4 = GetEnt("platform_trig_4", "targetname");
model_1 = GetEnt("platform_model_1", "targetname");
trig_1 SetHintString("Hold &&1");
trig_1 SetCursorHint("HINT_NOICON");
trig_2 SetHintString("Hold &&1");
trig_2 SetCursorHint("HINT_NOICON");
trig_3 SetHintString("Hold &&1");
trig_3 SetCursorHint("HINT_NOICON");
trig_4 SetHintString("Hold &&1");
trig_4 SetCursorHint("HINT_NOICON");
trig_1 waittill("trigger", player);
trig_2 waittill("trigger", player);
trig_3 waittill("trigger", player);
trig_4 waittill("trigger", player);
trig_1 Delete();
trig_2 Delete();
trig_3 Delete();
trig_4 Delete();
model_1 MoveX(200,4);
}
Only thing is the triggers don't delete until every trigger has been activated
ModmeBot:
Reply By: Harry Bo21
KillJoyYT
This seems to work but is it the best way? function dissapearing_platform1() { trig_1 = GetEnt("platform_trig_1", "targetname"); trig_2 = GetEnt("platform_trig_2", "targetname"); trig_3 = GetEnt("platform_trig_3", "targetname"); trig_4 = GetEnt("platform_trig_4", "targetname"); model_1 = GetEnt("platform_model_1", "targetname"); trig_1 SetHintString("Hold &&1"); trig_1 SetCursorHint("HINT_NOICON"); trig_2 SetHintString("Hold &&1"); trig_2 SetCursorHint("HINT_NOICON"); trig_3 SetHintString("Hold &&1"); trig_3 SetCursorHint("HINT_NOICON"); trig_4 SetHintString("Hold &&1"); trig_4 SetCursorHint("HINT_NOICON"); trig_1 waittill("trigger", player); trig_2 waittill("trigger", player); trig_3 waittill("trigger", player); trig_4 waittill("trigger", player); trig_1 Delete(); trig_2 Delete(); trig_3 Delete(); trig_4 Delete(); model_1 MoveX(200,4); } Only thing is the triggers don't delete until every trigger has been activated
function dissapearing_platform1()
{
level.n_platforms_used = 0;
for ( i = 0; i < 4; i++ )
level thread platform_logic( "platform_trig_" + i );
for ( i = 0; i < 4; i++ )
level waittill( "platform_triggered" );
model_1 = GetEnt("platform_model_1", "targetname");
model_1 MoveX(200,4);
}
function platform_logic( str_name )
{
e_trig = getEnt( str_name, "targetname" );
e_trig waittill( "trigger" );
level notify( "platform_triggered" );
}
ModmeBot:
Reply By: KillJoyYT
thanks mate :)