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PK_Azlon

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  1. PK_Azlon's post in I need help with elevator script was marked as the answer   
    Nevermind! I solved my dilemma a different way where I didnt have to rewrite all my scripts!
     
     I simply added the following code to my elevator_up script
    affect ( "elev_top_switch", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INACTIVE", "true" ); } affect ( "elev_bottom_switch", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INACTIVE", "false" ); } and the opposite for elevator_down and then I set "elev_top_switch" to inactive in radiant (since the elevator starts on the top floor) This prevents knuckleheads from hitting the call switch when the elevator is already there. (It didn't move before, but it still played the soundsets because it was still "trying" to move to its current location) Now it won't work unless the elevator is at the other position!
     
    The first of many changes and fixes to Phantom Knights Training Academy. Now that I am finally learning scripting, (as well as many other things thanks to JKHub) I can fix or improve various things that annoyed me about the map. 
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