Deleted2746547User Posted October 27, 2012 Share Posted October 27, 2012 (edited) I've written a script but it has a bug in it.. It works, but you have to activate it a couple of times to get the explosion effect (or at lest it seems that way): Any suggestions on what I'm missing in syntax or form. The point is: there is an activator on a wall that is enabled as part of another trigger. Once you reach this activator and activate it... it checks to see if you have the bomb in inventory, if you do... it removes it and sets the timer. you then get a message to move back and a few seconds later BOOM. explosion effect and the hole in the wall appears. Bomb activator disappears and is marked for deletion. Ideas??? Also - if you have a better way to do it... please include it as a finished code. :thumbsup: It was (as you can probably tell) hard enough to write this and scripting is not my forte. scn BlackbriarOPNEST80ATTACK float timer begin onactivate If Player.GetItemCount WeapNVTimeBomb>= 1 set Timer to 10 player.removeitem WeapNVTimeBomb 1; ingredient ShowMessage BlackbriarOPNEST80RUN; message to leave area before boom set Timer to Timer - GetSecondsPassed; check time elseif timer > 0; when timer reaches 0 BlackbriarOPNEST80Explosion2Ref.placeatme VMS02FakeLargeExplosion; boom effect BlackbriarOPNEST80ExplosionRef1.enable; damaged wall BlackbriarOPNEST80ExplosionRef.disable; hide good wall BlackbriarOPNEST80ExplosionRef.markfordelete; delete bomb activator endif end Edited October 27, 2012 by Guest Link to comment Share on other sites More sharing options...
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