Ranokoa Posted March 30, 2010 Share Posted March 30, 2010 Okay, I've tried.. but to no avail. I have never been able to get timers just right lol. Can someone put a timer on this script? Basically, on trigger, disable or enable, whatever the opposite state is of it's current enable status, and after 10 seconds disable or enable again to turn back... wait... OMG! I think this can solve my problem from before but in a different way.... hmm.. Anyways, just someone write it please, then I will tweak it to show you what my epiphany just was! lol. scn RTrigZoneScript01 ref Target Begin onTrigger player Set Target to GetParentRef if Target.getDisabled Target.enable else Target.disable Endif End That's the broken script. Well.. it's not broken per se... but it's not working because triggerboxes behave oddly. Anyways, with the timer put on I can tweak it in a way I have no idea how to verbalize currently to do EXACTLY that.... *evil laugh* I win triggerboxes! You have not beaten me! Although you have been pummeling me for like 4 months... Be well, sleep well, fight well, live long.~Ranokoa Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 31, 2010 Share Posted March 31, 2010 (edited) I think you might still have the same problem as before... Your trigger zone is sharing the same state as the parent object which will throw off all scripting. Rather than use a parented object, you might just have to reference a specific object by name to handle the enable/disable bits. Something like Begin ontrigger player if triggered != 1 if <refname>.getdisabled == 0 <refname>.disable elseif <refname>.getdisabled == 1 <refname>.enable endif set triggered to 1 end Begin gamemode if triggered == 1 if self.getdistance player >= 512 set triggered to 0 endif endif end I know you're trying to avoid making dozens of scripts here, but all that work that you were trying to save has been spent on just trying to get the damn thing working. Sometimes you just have to bite the bullet and hard-wire everything. Edited March 31, 2010 by Vagrant0 Link to comment Share on other sites More sharing options...
Ranokoa Posted March 31, 2010 Author Share Posted March 31, 2010 Oh no no no trust me I am not trying to avoid a ton of scripts. I have no problem with that.. Before the problem was using a timer it would mean I would have to rearrange about 20% of the entire maze! Otherwise after a while the player is bound to come across a hall piece that is connected to nothing, and can see things as if tcl was enabled. As well, I was trying to avoid getdistance as it would continuously read, and with the script being so vastly used all in one interior could cause problems. The script you just wrote me I might have already tried, I have tried several things. I know for a fact I tried referencing the things rather than parents, all to no avail. I do know if I have tried very specifically your script, I will test it out and see how it goes, but my hopes are not high given the similarities. As for the timer, I used a timer script before and it worked 100% perfectly, the only thing is it meant more work than I wanted to put in, with the whole rearranging physical objects not scripts, as well it would not be the exact way I wanted to maze to work. Considering how there is no point to avoid it now I was going to try the timer, but I had another idea for the timer altogether that could actually work exactly as the first script up there did. Kind of an idea that would mean a messy script, but 100% functional.. still. Anyways, I'll try yours and keep my fingers crossed. Link to comment Share on other sites More sharing options...
Ranokoa Posted March 31, 2010 Author Share Posted March 31, 2010 lol. Not only did it not work, it didn't wait to be triggered before disabling the first reference lol! Anyways ya, the timer worked 100%, but I can never seem to write timers correctly and didn't save that particular script. If you could possibly write one, I would be able to edit it to show you my idea for making it do exactly what I wanted the nontimers to do. Link to comment Share on other sites More sharing options...
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