| 08-09-2003, 09:42 AM | #1 |
In world editor i need help!!!! I wan't a timer... if Robjo (the one you are playing) destroys a on-explozive barrel he past the test if he won't (in the timer) he's dead plz tell i if you wanna hear more specic ;) :ggani: |
| 08-09-2003, 04:18 PM | #2 |
You will need 3 triggers: one to create the timer, one for if the barrel is destroyed, the other if the countdown expires. If you aren't a complete noob, this should make you understand: first create a timer variable called, for example, KillTimer, then: create 3 triggers: [CREATE TIMER] Event: -Map Initialization Condition: (none) Action: -Countdown Timer - Start KillTimer as a One-shot timer that will expire in 30.00 seconds -Create Timer Window for last created timer [THE BARREL IS DESTROYED] Event: -Destructible dies Condition: -Destructible equal to explosif barrel Action: -Destroy last created timer window [THE BARREL ISN'T DESTROYED] Event: -KillTimer Expires Condition: (None) Action: -Kill unit Robjo I think that should do.. DeSty- |
| 08-12-2003, 07:32 AM | #3 |
Nope in the begin (in a cenematic) Robjo dies after 5 sec. (cause i type in Timer 5 sec |
| 08-12-2003, 02:22 PM | #4 |
well you said he should die if he doesn't destroy the barrel.... I don't understand what you want... |
| 08-12-2003, 03:49 PM | #5 |
If you want to set it so that destroying the barrel saves Robjo (or whomever), add another action to [THE BARREL IS DESTROYED] that turns off the trigger [THE BARREL ISN'T DESTROYED]. This way, when time expires, no one gets hurt. If I am reading the code correctly, the way it would currently work is that the countdown timer display would vanish, but the countdown continues, along with the consequences. |
| 08-18-2003, 02:44 PM | #6 |
ok the map goes like this... you are Robjo (thats the only one off you team) you get a test from you comander... test 1 -=- walk test =-=there are much lightning bolts, all with a mine on it so you must walk between them... thats easy... test 2 -=- Barral eye test=-= eeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeee Seeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeee >>>>eeeebeeeeeeeeeeee<<<< eeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeee S= start ^ e= exlozife barral ^ b= barral you have 5 sec to destroy the barral (but with desty's help) Robjo is kill in test 1 (after 5 sec.) plzzz help me |
| 08-18-2003, 02:45 PM | #7 |
eeeeeeeeeeee eeeeeeeeeeee eeeeeeeeeeee eeeeeeeeeeee eeeeeeeeeeee Seeeeeeeeee eeeeeeeeeeee eeeeeeeeeeee eeeBeeeeeeee<<<<< S= start E= explo barral B= barral eeeeeeeeeeee |
| 08-18-2003, 03:15 PM | #8 |
First you want the timer to start after the cinematic (I think). So you have to fire an event after the cinematic that starts the timer. Like: action - call Test2StartTimer <-- action - call trigger [Test2StartTimer] like the CREATE TIMER- trigger from desty Now you should have 5sec left to destroy the barrel Add this to desty's second trigger: [barrel destroyed] action - stop killtimer this will stop the Timer and so it will not expire. |
