sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?
sh6sh9x {l Wrote}:Another question it is possible to insert a music when a trigger is activated just like when you press E the door opens.
sh6sh9x {l Wrote}:Another question how can be possible to add turret in time-trial, i add but when i play in deathmatch i see the turret but in time-trial the turret is not seen, why
qreeves {l Wrote}:sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?
Elevators are not implemented yet.sh6sh9x {l Wrote}:Another question it is possible to insert a music when a trigger is activated just like when you press E the door opens.
Set the trigger type to 'script' and use worldalias on_trigger_N = "music musicname" (where N is the trigger index).sh6sh9x {l Wrote}:Another question how can be possible to add turret in time-trial, i add but when i play in deathmatch i see the turret but in time-trial the turret is not seen, why
You can't, time-trial is intended to be played as pure time-trial, not as a campaign.
Goku {l Wrote}:To see turrets/grunts in time trial start a onslaught time trial game. escape was made with "campaign" in mind, ill post a link when I find the right one.
qreeves {l Wrote}:sh6sh9x {l Wrote}:Another question it is possible to insert a music when a trigger is activated just like when you press E the door opens.
Set the trigger type to 'script' and use worldalias on_trigger_N = "music musicname" (where N is the trigger index).
worldalias on_trigger_86 = [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]
qreeves {l Wrote}:sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?
Elevators are not implemented yet.
inpersona64 {l Wrote}:qreeves {l Wrote}:sh6sh9x {l Wrote}:no one know how to create an elevator with trigger?
Elevators are not implemented yet.
Will they ever be implemented, or is Cube 2 incapable of producing it?
TheLastProject {l Wrote}:CUBE2 surely is capable of that, as I've been on elevators in a CUBE2 campaign map before. I'm not sure how it was made though.
unixfreak {l Wrote}:
- {l Code}: {l Select All Code}
worldalias on_trigger_86 = [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]
I changed the trigger from "action" to "script", although nothing seems to happen when pressing E. Any idea? Cheers.
/worldalias on_trigger_16 [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]
qreeves {l Wrote}:unixfreak {l Wrote}:
- {l Code}: {l Select All Code}
worldalias on_trigger_86 = [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]
I changed the trigger from "action" to "script", although nothing seems to happen when pressing E. Any idea? Cheers.
You need to set the ID (the first attribute) of the trigger to the number you use in the on_trigger_N. Then while in edit mode type:
- {l Code}: {l Select All Code}
/worldalias on_trigger_16 [ echo "^fz43!^f7ALERT^fz43! ^f4room ^f6A^f02 ^f4has been opened." ]
(You need to remove that '=')
unixfreak {l Wrote}:I assumed the id had the same purpose as the actor entities for rotating gameplay.
qreeves {l Wrote}:TheLastProject {l Wrote}:CUBE2 surely is capable of that, as I've been on elevators in a CUBE2 campaign map before. I'm not sure how it was made though.
They work OFFLINE in Sauerbraten, which is why I removed the code for it in Red Eclipse; we have a certain requirement for them to work online.
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