Deleted12659422User Posted July 9, 2016 Share Posted July 9, 2016 I need help making a script. The script would disable player controls, teleport 2 npcs (in my case fake benny and fake player.) and then Benny would kill the fake player. I have all of that taken care of....but I have a problem. I need them to vanish and then I need player controls to be enabled again. I cant seem to get those last 2 things to work. I would really appreciate the help. Link to comment Share on other sites More sharing options...
Ladez Posted July 9, 2016 Share Posted July 9, 2016 Disable stops them from rendering and EnablePlayerControls reverts disabled controls: FakeBennyREF.disable FakePlayerREF.disable enablePlayerControls Link to comment Share on other sites More sharing options...
Deleted12659422User Posted July 9, 2016 Author Share Posted July 9, 2016 My script is...... Scn 0playervsbenny Begin ontriggerenter player DisableplayercontrolsBenny fake.moveto move BennyPlayer fake.moveto move playerIf player fake.getdead ==1Enableplayercontrols End if End Link to comment Share on other sites More sharing options...
Deleted12659422User Posted July 9, 2016 Author Share Posted July 9, 2016 The player controls need to be enabled after fake player is dead. Link to comment Share on other sites More sharing options...
clanky4 Posted July 9, 2016 Share Posted July 9, 2016 It looks like the script is only going to fire when the player walks into the trigger area. I assume you would need the script to "listen" for the playerfake to be dead. Try using begin GameMode for that part. begin GameModeIf player fake.getdead ==1Enableplayercontrols End ifEnd It fires far more often so you might want to add a doonce requirement to it. I'd also suggest adding a check for the playerfake being dead to your ontriggered function so its not called when you enter the trigger again. Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 10, 2016 Share Posted July 10, 2016 once the controls are enable you can also do disable and then markfordelete, which will remove the trigger box and disable the script from running further saving on resources. Link to comment Share on other sites More sharing options...
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