Jeux Posted September 27, 2011 Share Posted September 27, 2011 Currently trying to figure out a good vehicle script for when a player enters a certain worldspace. Not sure if I needed a trigger, but I made one anyway for when the player enters the worldspace through a door. Then that trigger is referencing the initially disabled activator with the vehicle model. The trigger plays host to the actual script. I would very much perfer to have the activator hold the script, however. scn flyingCarRepeat ref hoverCar short vx short vy short vz Begin Gamemode set vx to hoverCar.getpos x set vy to hoverCar.getpos y set vz to hoverCar.getpos z if vy < 3000 set vy to vy + 1 hoverCar.setpos Y vy else if vy >= 3000 hoverCar.setpos X vx hoverCar.setpos Y vy hoverCar.setpos Z vz endif end Begin OnTriggerEnter set hoverCar to GetLinkedRef hoverCar.enable end I can almost guarantee that this doesn't work. I haven't messed with it too much. I'm just posting that code so one would have an idea for what I'm trying to do, which is simple for the most part. Link to comment Share on other sites More sharing options...
davidlallen Posted September 27, 2011 Share Posted September 27, 2011 This has become a frequently asked question for myself. Please search "ore cart" in posts made by me. I have written up my solution a couple of times. http://www.thenexusforums.com/index.php?showtopic=432626&view=findpost&p=3591681http://www.thenexusforums.com/index.php?showtopic=317330&view=findpost&p=2907100 Link to comment Share on other sites More sharing options...
Jeux Posted September 27, 2011 Author Share Posted September 27, 2011 My apologies! It turns out that the script does work! And quite efficiently if I must say. Still, my question remains, for I still need to add features like timed, random activation and the activator running even when the player leaves and re-enters the cell. Thanks, however, for the info. Link to comment Share on other sites More sharing options...
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