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Mr_Willer
02-06-2010, 11:26 AM
Ive set countdown timer that activates when player enters to the sensor. If timer gets to 0, player should get damage.

What i want is that when player moves to another sensor countdown stops and player wont get any damage. I just cant figure out how it could be done.. tried 3 hours now with no success. http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

Didnt find any info from forum about this.

Mr_Willer
02-06-2010, 11:26 AM
Ive set countdown timer that activates when player enters to the sensor. If timer gets to 0, player should get damage.

What i want is that when player moves to another sensor countdown stops and player wont get any damage. I just cant figure out how it could be done.. tried 3 hours now with no success. http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

Didnt find any info from forum about this.

seir
02-06-2010, 02:33 PM
You need to create an two sensors or any other action spawners. When the counter will hit "0" then the action "act_Damage" will be spawned or if player will reach sensor you need to block "act_Damage" somehow. The "Script/Expression" method will be fine here. Read this forum to see how act_Script and cnd_Expression works.

I can give you a little hint but you need to read other threads to get how it's working. So...

Sensor 1 - Start count 15 seconds:
- act_InstantAction > InstantCountdownTimerStart - count value: "15"
- act_Wait - delay: "15"
- act_Damage - damage: "100000" under condition "cnd_Expression" "PlayerInSensor == 0"

Sensor 2 - stop counting and prevent player damage:
- act_Script - expression: "PlayerInSensor := 1"
- act_InstantCountdownTimerStop

That's all

Mr_Willer
02-06-2010, 04:17 PM
Thank you Seir! http://forums.ubi.com/images/smilies/11.gif Ill try to study this tomorrow.