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Author Topic: kill zones  (Read 1424 times)

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CooK

  • Guest
kill zones
« on: 05 Nov 2002, 06:45:43 »
HI, im making a MP map where if you go outside a perimiter you  be transported to base ( the player ).

What is the script name for this? either have a triger do this or script it for makrers

Plz reply asap

-=+CooK+=-

Mike

  • Guest
Re:kill zones
« Reply #1 on: 05 Nov 2002, 22:16:38 »
how I would do it.. cuz im not a pro yet ;) ....... so....


make a trigger with the radius u want over your MP map which the units to have to stay in... then make it "anyone" "not present" and "repeatedly". Then the on activation: unitname setpos (getpos gamelogic)


you need to make a trigger like that for every player..
change the gamelogic to what ever u named and want to use as the destination (you should name a trigger and use that.. Ive been told it works better) I havent found any difference though..  and change unitname for every player..

probably not the best way to do this.. just my thought

dreaming_adam

  • Guest
Re:kill zones
« Reply #2 on: 09 Nov 2002, 16:29:58 »
Put a FLAG in your base, give it the name HFLAG

Make a script file for EACH player (If you are in multiplayer and using respawn, because the objectname changes with respawn). In each script put the following.

Code: [Select]
#dist
~0.1
?((p1 distance hflag) > radius): p1 setpos (getpos hflag)
goto "dist"

You will need to name each player p1, p2. p3 etc, and update the script accordingly... RADIUS is how far away in metres the player can travel. Remember this radius includes z axis (elevation) so if the dist is 1000, and a unit flys 1000m in the air, it will be teleported back to base.

Ciao Ciao

Adam

Pope_Zog

  • Guest
Re:kill zones
« Reply #3 on: 12 Nov 2002, 13:00:09 »
An even easier method would be to use two triggers with the same origin: One that defines the area the players should be in, the other - larger than the first - detects players who've left the perimeter.

First trigger:
Size: (the size of your area)
Activated by: (whichever side, or ANY for all)
Repeating: Yes
Text: Inside Perimiter
Name: InsidePerimiter
Condition: true
On Activation: (nothing)

Second trigger:
Size: (the size of your area + 100 or so)
Activated by: (same as for the first trigger)
Repeating: Yes
Text: Outside Perimiter
Name: (not needed)
Condition: true
On Activation: PlayersOutside = thisList - list InsidePerimiter; "_x setPos [(whatever coordinates)]" forEach PlayersOutside

Pope Zog