I was on the toilet thinking and i thought, would it not be possible (im not a genius scripter) to set the a entitywihtindist type value in the script of the board entity you want to tear down, so it recognises when the zombie gets close, set it to respawn like a thousand times after a set delay, edit the strength values accordingly to make it destroyable easily, so when the zombie approaches, the barrier is destroyed (higher the strength the longer it takes to tear down) it gets destroyed, zombie comes through, 30 second delay, bam its back in action! could even script it to work off switch or a variation of the health/for money mod, activating it so you exchange health in order to rebuild it and have the zombies drop medi packs to give you 'points'?
or work around with the healthprison script? the closer the zombies get the less health the barriers have?) im just thinking out loud so to speak, im just tired of people saying its impossible when it just might not be!
but then what do i know>
Late Breaking news ( i did do a second post for this but i cant find that one to edit lol)
got it working ! 3 zombies had to tear down 4 planks i had over a doorway, destroyed 3 before managing to get in!
on a side note while i was playing i found it amusing to put the no gravity spawn on the planks and the zombies just nudge them away and they drift off into space
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Here it is, many of you requested a script that could do it so here you go
;Artificial intelligence script
;header
desc = destroy barrier if entity stands at it for 4 seconds
;triggers
:state=0:state=10
:state=10,anywithin=60:timerstart,sound=audiobankmiscping.wav,state=11
:state=10,anyfurther=60:state=0
:State=11,anywithin=40:state=12
:state=11,anyfurther=60:state=0
:state=12,timergreater=3000:sound=audiobankmaterials3woodS.wav,state=13
:state=13,anywithin=40:state=14
:state=13,anyfurther=40:state=0
:State=14,timergreater=4500:sound=audiobankmaterials3woodI.wav,state=15
:state=15,anywithin=40:state=16
:state=15,anyfurther=40:state=0
:State=16,timergreater=6000:sound=audiobankmaterials3woodS.wav,state=17
:state=17,anywithin=40:state=18
:state=17,anyfurther=40:state=0
:state=18,timergreater=8000:state=17
:state=17:sound=audiobankmaterials3woodD.wav,destroy
although it means you can only have one barrier per window unless u adjust the distances on the anywithin
(otherwise the planks recognise each other as being within the zone and destroy themselves
)
- Why is everyone on here so rude? -