Can scene props run checks? If so, make it spawn a scene prop and have it check for things coming within a certain distance. Or if they can run checks on if something is touching its collision mesh, you could make an area effect using that.
1. only certain ones (ti_on_scene_prop_init, ti_on_scene_prop_hit, ti_on_scene_prop_destroy, ti_on_scene_prop_use, ti_on_scene_prop_is_animating, ti_on_scene_prop_animation_finished)SupaNinjaMan said:Can scene props run checks? If so, make it spawn a scene prop and have it check for things coming within a certain distance. Or if they can run checks on if something is touching its collision mesh, you could make an area effect using that.
"should be" != "is"COGlory said:Yeah, they can. That should be possible.
ironsight_mode = (
0, 0, 0, [],
[
(multiplayer_is_server),
(multiplayer_get_my_player, ":my_player_no"),
(player_get_agent_id, ":player_agent", ":my_player_no"),
(ge, ":player_agent", 0),
(try_begin),
(game_key_is_down, gk_view_char),
(mission_cam_set_mode, 0),
(else_try),
(agent_get_wielded_item, ":player_item", ":player_agent", 0),
(this_or_next|eq, ":player_item", "itm_pystykorva"),
(this_or_next|eq, ":player_item", "itm_ukkopekka"),
(eq, ":player_item", "itm_svt"),
(game_key_is_down, gk_zoom),
(agent_get_look_position, pos1, ":player_agent"),
(position_move_y, pos1, 40),
(position_move_x, pos1, 7),
(position_move_z, pos1, 40),
(init_position, pos2),
(init_position, pos3),
(position_copy_rotation, pos3, pos1),
(position_copy_rotation, pos1, pos2),
(position_move_z, pos1, 127),
(position_copy_rotation, pos1, pos3),
(mission_cam_set_mode, 1),
# whatever you do to zoom...
(mission_cam_set_position, pos1),
(else_try),
(agent_get_wielded_item, ":player_item", ":player_agent", 0),
(this_or_next|eq, ":player_item", "itm_pystykorva"),
(this_or_next|eq, ":player_item", "itm_ukkopekka"),
(eq, ":player_item", "itm_svt"),
(game_key_is_down, gk_attack),
(agent_get_look_position, pos1, ":player_agent"),
(position_move_x, pos1, 7),
(position_move_z, pos1, 40),
(init_position, pos2),
(init_position, pos3),
(position_copy_rotation, pos3, pos1),
(position_copy_rotation, pos1, pos2),
(position_move_z, pos1, 127),
(position_copy_rotation, pos1, pos3),
(mission_cam_set_mode, 1),
(mission_cam_set_position, pos1),
(else_try),
(mission_cam_set_mode, 0),
(try_end),
])
common_battle_init_banner,
common_zoom_view,
medic_1,
medic_2,
ammo_1,
ammo_2,
ironsight_mode,
multiplayer_server_check_polls,
...
eliminate all the triggers you have in mission template one by one, and see what's causing the problemmr.master said:Any help?
[trp_havoc_sa, "event_triggered", [
],
"Boy do I have a quest for you!", "close_window", [(enable_party(),#etc
]],
No, it does not stop player party from going to destination when rest (however short) is finished.Somebody said:rest_for_hours with time 0 or 0.1 should do it for a pause?
huh?COGlory said:Can't you technically just reposition the players part TO the players party