View Full Version : Some help with InstantCountdownTimerStart please
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.
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.