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| <Guest>
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People,
How do you use counters? I have an objective of placing a demo and I want to have it set to 30 seconds or so... So; Comment: 'Democharge placed' Trigger: 'A Democharge was placed within 5 meters of Zone-Democharge placed.' Response: Display message to all -Get out of there! The whole thing is going to blow!!' This is where a counter should count from 30 back to 0 before the effects are activated... Response: Activate Effect X etc etc.. PLS How do you do it...?!?!?!?! Thx, Reg, PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s: http://www.villagephotos.com/pubbrowse.asp?selected=384029 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
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| <Guest>
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not sure have you checked the scripting reference in the help menu?
Jake |
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| <Guest>
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I think I should have used TimerSet....although it does not count backwards and activates all effects, but everything just blows straight away! The timer does not work...
PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s: http://www.villagephotos.com/pubbrowse.asp?selected=384029 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
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| <Guest>
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Look in the Aurora mission, where you have to blow up parts of a plane. They will explode when you're out of damage-zone.
Else you can use a timerset (30sec) as response, then a new timerexpired-block with the effects activated. ![]() San's Place l SANSITE |
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| <Guest>
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Jake,
My idea was actually....give them 30 seconds to clear the bridge and anyone who is still on it after that.....KAAABOOOOM!!!! Too bad! "Told ya you had to get out of there!" PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s: http://www.villagephotos.com/pubbrowse.asp?selected=384029 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
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| <Guest>
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OK then make a new timer BOOM.
new trigger:timerelapsed timer BOOM 30sec. responses:effectactivate ![]() San's Place l SANSITE |
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| <Guest>
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Can you use timers for any sort of countdown? I experimented with this, but it made the whole thing crash...
Truck one follows path, truck 2 follows path (all set with triggerplans), now I want a pause of 3 seconds, before the next vehicles start driving. Should you be able to use for this? I've checked my scripting and all and everythinig seems to be just fine. All vehicles who are referred to in the script are there and the scripting itself look fine too.... If you change something which later causes a crash, it should all work fine again when you delete the latest change(s), right!??!?! I've deleted everything of which I thought could be the problem (such as untested effects), but it still will not start up... Reg, PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s - GR Weapon Models: http://www.villagephotos.com/pubbrowse.asp?selected=435646 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
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| <Guest>
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TimerElapsed is for delaying script-blocks at certain time..
TimerSet->Timerexpired is for delaying blocks after an event. For plans, like your vehicle, you can put a Wait-plan-step in your trigger-plan on top. Or you use a timerelapsed and then trigger the plan. Depands on the situation. ![]() San's Place l SANSITE |
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| <Guest>
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As San said, the best way for that would be to include a Wait step in the plan.
For other things, yes, you should have used a timer, not a counter. Counters are for other things. To take your demo charge example, what you would have to do is have a script block with a trigger of "demo charge placed within x metres of xxx zone". In the responses, you'd DisplayMessageBoxAll to warn them to get clear (or you could just tell them they've got a 30 second timer in the mission briefing). The key response though is TimerSet. Set the timer to 30 secs. Remember that you'll have to create the timer yourself - in the TimerSet bit, where you select the timer you want to set, click on Edit and you can type a name and create the timer. Once this block is done, you need the explosion. This will be a TimerExpired trigger, and you'll need to set this to the relevant timer - demo timer, or whatever you called it when you created it. In the responses, you then activate any effects you want (explosion, debris, damage, fire etc) and mark any relevant objective complete. If you want to have your guys injured if they're too close, you need a Damage effect type (type "Damage(y)(z)" - without the "marks - where y is the range and z is the delay). I set z to zero, and remember that the range is not just a number in metres: 0 = 3m range, 1 = 6m, 2 = 12m. Does that all make sense? |
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| <Guest>
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It makes sense, as I already figured this out. I have used the Timers. It worked, untill I started goofing around with effects and all. It made it crash in the end.
The funny thing is, is that I've deleted all effects, plans and others that I made before the crashing... No change...it still crashes, eventhough it worked before.... I've dropped it for now to focus on the modelexporting from max to GR. As you can see, it's going fine. I have some things I need to figure out though...If you take a look at the Walther thread, you can see (eventhough they are a bit dark) that some parts of the gun can be seen through...That needs to be fixed.... Reg, PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s - GR Weapon Models: http://www.villagephotos.com/pubbrowse.asp?selected=435646 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
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