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Kill Player if..?

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TheSwimmer
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Kill Player if..?

Postby TheSwimmer » 21.03.2011, 23:36

Hi everyone, I'm having trouble figuring out how to go about a certain aspect of my level.
What I would like is to have the player not be able to pass an area (proximity trigger?) if the player has not completed a certain objective and is not in a certain vehicle, when they go into the trigger they are given a warning to go back, and if the player continues into the next trigger they are killed. How can I make this happen while if they complete the objective and are in a vehicle they will not be killed?
Any help appreciated! Thanks
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p5ym0n
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Postby p5ym0n » 21.03.2011, 23:44

Have a look at GameTokens, they should help you :)
wootwoots
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Postby wootwoots » 21.03.2011, 23:48

Edit, just use the trigger always active, independant from yours objective, and set the trigger to kill the player whatever happen.
Last edited by wootwoots on 21.03.2011, 23:51, edited 2 times in total.
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Boombear
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Postby Boombear » 21.03.2011, 23:49

Okay, look at this. Go ahead and ask if you need any more help (I didn't include the flowgraph). Remember that you have to start the link on the shape and end on the forbidden area :)

Set up a forbidden area, then disable it when the player completes the mission

EDIT: let me start up the editor and give you a handy-dandy visual :)
Last edited by Boombear on 22.03.2011, 00:10, edited 3 times in total.
TheSwimmer
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Postby TheSwimmer » 22.03.2011, 01:36

I'm only having trouble selecting the forbidden area for the link between the area lol.. any tips?
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Boombear
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Postby Boombear » 22.03.2011, 02:02

Yeah :). Click on the shape, scroll down in the rollup bar until you see the 'pick' button (should be under an empty box), click it, then hold spacebar and click on the little 3-d box that appears on the name of your forbidden area.
TheSwimmer
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Postby TheSwimmer » 22.03.2011, 02:12

Also, forbidden area's do not have any node ports on them in flow graph, so how can i go about disabling it?
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Boombear
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Postby Boombear » 22.03.2011, 02:14

Disable the shape? I think that should do it but I've never done this before so I'm guessing here :P

EDIT: woohoo, 1500th post!
Last edited by Boombear on 22.03.2011, 02:15, edited 1 time in total.
TheSwimmer
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Postby TheSwimmer » 22.03.2011, 02:19

Lol, congrats, shapes do not have ports on themselves either.
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Boombear
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Postby Boombear » 22.03.2011, 02:24

Ah, let me get back to you (I'll start up the editor and work it out)

Okay, I used an entity:beamentity node to teleport the shape underground. It doesn't seem to teleport back when you're in editor so there may be a better method than this. If nobody has any suggestions I'd suggest disabling the damaging for debugging :)
Last edited by Boombear on 22.03.2011, 02:39, edited 1 time in total.
TheSwimmer
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Postby TheSwimmer » 22.03.2011, 02:56

That works, thank you very much
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Boombear
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Postby Boombear » 22.03.2011, 03:23

No problem, it's nice to see people still modding :)


 
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