
DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 30, 2009 08:22 PM
Msg. 1 of 8
(script startup basicscript (activate_team_nav_point_flag default player nav_1 0.6) (sleep_until (volume_test_objects enc_1 (players))15) (ai_place enc_1) (game_save_no_timeout) (sleep_until (volume_test_objects enc_2 (players))15) (ai_place enc_2) (sleep_until (volume_test_objects enc_3 (players))15) (ai_place enc_3) (game_save_no_timeout) (deactivate_team_nav_point_flag default player nav_1 0.6) (game_save_no_timeout) (sleep_until (volume_test_objects enc_4 (players))15) (ai_place enc_4) (sleep_until (volume_test_objects enc_5 (players))15) (ai_place enc_5) (game_save_no_timeout) (sleep_until (volume_test_objects hunters (players))15) (ai_place hunters) (sleep_until (volume_test_objects new_bound_passage (players))15) (ai_place new_bound_passage) (game_save_no_timeout) )
That is it. If anyone can help me that'd be great?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 30, 2009 08:30 PM
Msg. 2 of 8
What seems to be the problem?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 30, 2009 08:33 PM
Msg. 3 of 8
Quote: --- Original message by: Gamma927 What seems to be the problem? It doesn't work. Here is what I'm trying to do. 1.) Have a waypoint marker at a specific point. 2.) Have enemies spawn as I enter a trigger volume. That's basically it. Idk what the problem is.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Aug 30, 2009 08:35 PM
Msg. 4 of 8
I'm not good at scripts, but I'm almost positive you didn't tell the script what the triggervolumes name is.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 30, 2009 08:42 PM
Msg. 5 of 8
Quote: --- Original message by: Higuy I'm not good at scripts, but I'm almost positive you didn't tell the script what the triggervolumes name is. The trigger volumes names are included in: (sleep_until (volume_test_objects enc_1 (players))15) it's enc_1 (I named the encounter and trigs the same for simplicity.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 30, 2009 08:45 PM
Msg. 6 of 8
Translate:
1) Activate flag 2) Sleep until player is in trigger volume enc_1 3) Place AI 4) Sleep until player is in trigger volume enc_2 5) Place AI 6) Sleep until player is in trigger volume enc_3 7) Place AI 8) Save game 9) Deactivate flag 10) Save game 11) Sleep until player is in trigger volume enc_4 12) Place AI 13) Sleep until player is in trigger volume enc_5 14) Place AI 15) Save 16) Sleep until player is in trigger volume hunters 17) Place hunters 18) Sleep until player is in trigger volume new_bound_passage 19) Place AI 20) Save game
@ numbers 8 - 10, I don't see why you save the game, then deactivate the nav point, then save the game. Why don't you just wait until the player enters enc_3, place the AI, delete the nav point, then save? Because what you have now is wait for the player to enter enc_3, place the AI, save, delete the nav point, and then save.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 30, 2009 08:47 PM
Msg. 7 of 8
How do I make it to where you have the nav point dissapearing when you reach it?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 30, 2009 08:51 PM
Msg. 8 of 8
As I said on xfire. Put a trigger volume over it, put a sleep_until script, and run the deactivate nav point command once you're in the trigger volume. You created a trigger volume called nav_1. So create a sleep_until command using the trigger volume nav_1, and wait until you're inside. THEN deactivate the team nav point. It'd be best if you put this in a separate script, so you don't interfere with anything already in place.
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