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  Beginner BeginnerMember since: 06.02.2011, 22:34Posts: 59 Likes: 0
 

 Post Topic: Kill Player if..?
PostPosted 21.03.2011, 23:36 
Hi everyone, I'm having trouble figuring out how to go about a certain aspect of my level.
What I would like is to have the player not be able to pass an area (proximity trigger?) if the player has not completed a certain objective and is not in a certain vehicle, when they go into the trigger they are given a warning to go back, and if the player continues into the next trigger they are killed. How can I make this happen while if they complete the objective and are in a vehicle they will not be killed?
Any help appreciated! Thanks

User avatar   Uber Modder Uber ModderMember since: 19.08.2007, 23:06Posts: 1203Location: Bristol, UK Likes: 0
 

 Post Topic:
PostPosted 21.03.2011, 23:44 
Have a look at GameTokens, they should help you :)


  Uber Modder Uber ModderMember since: 18.01.2010, 23:11Posts: 1730 Likes: 1
 

 Post Topic:
PostPosted 21.03.2011, 23:48 
Edit, just use the trigger always active, independant from yours objective, and set the trigger to kill the player whatever happen.


Last edited by wootwoots on 21.03.2011, 23:51, edited 2 times in total.
User avatar   Uber Modder Uber ModderMember since: 06.02.2009, 18:11Posts: 2350Location: United States Likes: 5
 

 Post Topic:
PostPosted 21.03.2011, 23:49 
Okay, look at this. Go ahead and ask if you need any more help (I didn't include the flowgraph). Remember that you have to start the link on the shape and end on the forbidden area :)

Set up a forbidden area, then disable it when the player completes the mission

EDIT: let me start up the editor and give you a handy-dandy visual :)


Last edited by Boombear on 22.03.2011, 00:10, edited 3 times in total.
  Beginner BeginnerMember since: 06.02.2011, 22:34Posts: 59 Likes: 0
 

 Post Topic:
PostPosted 22.03.2011, 01:36 
I'm only having trouble selecting the forbidden area for the link between the area lol.. any tips?
User avatar   Uber Modder Uber ModderMember since: 06.02.2009, 18:11Posts: 2350Location: United States Likes: 5
 

 Post Topic:
PostPosted 22.03.2011, 02:02 
Yeah :). Click on the shape, scroll down in the rollup bar until you see the 'pick' button (should be under an empty box), click it, then hold spacebar and click on the little 3-d box that appears on the name of your forbidden area.
  Beginner BeginnerMember since: 06.02.2011, 22:34Posts: 59 Likes: 0
 

 Post Topic:
PostPosted 22.03.2011, 02:12 
Also, forbidden area's do not have any node ports on them in flow graph, so how can i go about disabling it?
User avatar   Uber Modder Uber ModderMember since: 06.02.2009, 18:11Posts: 2350Location: United States Likes: 5
 

 Post Topic:
PostPosted 22.03.2011, 02:14 
Disable the shape? I think that should do it but I've never done this before so I'm guessing here :P

EDIT: woohoo, 1500th post!


Last edited by Boombear on 22.03.2011, 02:15, edited 1 time in total.
  Beginner BeginnerMember since: 06.02.2011, 22:34Posts: 59 Likes: 0
 

 Post Topic:
PostPosted 22.03.2011, 02:19 
Lol, congrats, shapes do not have ports on themselves either.
User avatar   Uber Modder Uber ModderMember since: 06.02.2009, 18:11Posts: 2350Location: United States Likes: 5
 

 Post Topic:
PostPosted 22.03.2011, 02:24 
Ah, let me get back to you (I'll start up the editor and work it out)

Okay, I used an entity:beamentity node to teleport the shape underground. It doesn't seem to teleport back when you're in editor so there may be a better method than this. If nobody has any suggestions I'd suggest disabling the damaging for debugging :)


Last edited by Boombear on 22.03.2011, 02:39, edited 1 time in total.
  Beginner BeginnerMember since: 06.02.2011, 22:34Posts: 59 Likes: 0
 

 Post Topic:
PostPosted 22.03.2011, 02:56 
That works, thank you very much
User avatar   Uber Modder Uber ModderMember since: 06.02.2009, 18:11Posts: 2350Location: United States Likes: 5
 

 Post Topic:
PostPosted 22.03.2011, 03:23 
No problem, it's nice to see people still modding :)