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FPSC Classic Scripts / trigger starting state -> inactive - is that possible?

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Welt perfekt ionierer
18
Years of Service
User Offline
Joined: 4th Jan 2006
Location:
Posted: 18th Feb 2007 19:01
Hi everybody!

I have a small problem, I wasn´t able to fix by myself.
I have done a forum search, but couldn´t find an answere.
Hoping, that someone can help me, I´ll state it here:

Is it possible to put triggers into your map that start INACTIVE and "trigger" them by other triggers?

Example: Player walks through map, passing through inactive triggers (nothing happends), than he is forced to beacktrack his path, now with the triggers activated and some surprises waiting for him.

Thanks in advance for your advice!
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 18th Feb 2007 19:30
To my knowledge, trigger zones will always be active, checking to see if the player is within or not, but there is a way to do what you want. It just depends on how your level is set up.

This is just an example so you get my meaning.

:state=0,plrwithinzone:state=1
When the player steps in the zone the sequence is started...

:state=1,plrdistfurther=60:state=2
The player passes through the zone and the trap is set...

:state=2,plrwithinzone:some surprises...
The second time he enters the zone you get him...

Best.

I'm sorry, my answers are limited. You must ask the right question.

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