The code is right but it didnt fore until I set flags to "Everything" in hammer on the detpack_trigger, try that. it defaults to clients and a detpack isnt a client
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That did not fix my problem however this one little line did, not sure why....
renaming the function to something else and voila.... doesnt make sense to me but I dont know wtf I'm doing anyway. Thanks for the help dex detpack_easter_egg = detpack_trigger:new({}) |
weird, i have no idea then, i have never had to set flags before either .. so maybe a conflict or halloween spoooky ghosts spooky
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Gravity?
Hey peeps, Is there a way I can reset the gravity to normal on spawn? I have a special place in the map that triggers a low gravity change but if you die and respawn you keep the low gravity..... Can I put it in my player_spawn function? It will be easier than setting a trigger_gravity brush on every spawn in the map.
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Can do it all through Lua:
Code:
trigger_name = trigger_ff_script:new({}) |
Quote:
EDIT 2: NOPE. host_map is a client variable, that is set to 0 on the server. Therefore, Lua can't actually use it. Brilliant. |
Please just make it where it won't stop you from switching weapons when you vote, but not make it like the current alternative where you must hit Escape to even see the vote.
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Unfortunately Lua in FF has no access to actual keypresses, so the only real system I can use is the menu system in game.
( Which is the same as the one that mods use - the one that blocks weapon switching - if I remember correctly. :P ) I'll look into an alternative system where rather than using the menu system it uses chat messages. ( I'll probably introduce it with a custom HUD display, say, think of the voting system in Garry's Mod. - Except you can't click the buttons. D: ) Say for instance, you write: !vote1 !vote2 !vote3 Potentially, the messages can be bound to keys ( say, numpad ) so that you can vote with a single keypress and it doesn't interrupt weapon switching. I'll look into it further, but the current focus of my system is rating maps more than voting for the next map. |
Look at CS:GO's vote system. I believe they have found a way to get around that whole mess.
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The majority of Dota 2 and CS:GO uses Flash for HUD and menu elements.
If you dig around in the files, you'll notice that map overlays use Flash, the main menu is purely written in Flash, etc. FF doesn't have this support. Plus, that's Valve. Not like they completely wrote it from scratch in C++ or anything. |
I have a trigger_ff_script that I need to only be *ahem* triggered by an emp. Here is what I have so far, not 100% sure it's correct :oops:
<quote>highvolt_trigger = trigger_ff_script:new({ team = Team.kUnassigned, team_name = "neutral" }) function highvolt_trigger:onexplode( explode_entity ) if grenade:Type() == Grenade.kEmp then local grenade = CastToGrenade( explode_entity ) OpenDoor( self.team_name .. "_light_doorhack" ) end return EVENT_ALLOWED end red_highvolt_trigger = highvolt_trigger:new({ team = Team.kBlue }) blue_highvolt_trigger = highvolt_trigger:new({ team = Team.kRed })</quote> |
You mixed up the order of the if and the variable definition, and you might want to check that the cast succeeded. Those lines should be:
Code:
local grenade = CastToGrenade( explode_entity ) |
It's probably best for me to just explain what I have in mind and maybe one of ya'll nice people can write me a function for it? :oops:
Here is what I need: A trigger_ff_script, that is only triggered by an enemy emp, after being triggered it will open a doorhack which will disable some lights. To close out the function I also need it to have another trigger_ff_script that is very similar to dropdown in that it takes a few hits from the teams engineer with the spanner to restore. I reworked the code from my previous post and I cannot seem to get it to work at all, so I'm giving up on it and asking for help. |
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