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Abnormal202's easy easter egg system
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Topic created on 1490412602
Reply #15 on 1501697047
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The item pick up works fine for me, but for some reason the door doesnt move? Help me pls 

Reply #16 on 1502590198
Modme User
4 wins

I set it up to where when you pick it up you have to place it to get a weapon, but when I pick it up it instantly spawns in the weapons, I set true to the "place" line in the script, and I even added a "trig_place" How can I fix it?


I sexually identify as half banana half trans-gender terminator covered in McDonald's chicken nugget barbecue sauce that is 2 years old
Reply #17 on 1502594962
Modme User
48 wins

TrueGamerCalls

I set it up to where when you pick it up you have to place it to get a weapon, but when I pick it up it instantly spawns in the weapons, I set true to the "place" line in the script, and I even added a "trig_place" How can I fix it?

 hmmm... should stop it in script when this waittill line:

trig_place waittill("trigger",player);

 

can you post all of the script variables you set? Also, set level.easter_egg_debug to true and see what that prints on the screen in-game.


Reply #18 on 1503323901
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Abnormal202

TrueGamerCalls I set it up to where when you pick it up you have to place it to get a weapon, but when I pick it up it instantly spawns in the weapons, I set true to the "place" line in the script, and I even added a "trig_place" How can I fix it?  hmmm... should stop it in script when this waittill line: trig_place waittill("trigger",player);   can you post all of the script variables you set? Also, set level.easter_egg_debug to true and see what that prints on the screen in-game.

 

I'm having the same issue as 'TrueGamerCalls' where I have the trig_place and it'sgnOJdlr giving the reward before placing the object down, here's the debug message and  the script variables 

 

http://imgur.com/yTPl4yQ 

 

{
    level.reward = "gun"; //what happens when you place the objects. Right now, options are: ("door","powerup","gun")
    level.reward_2 = "false"; //add another reward if you want. just say "false" or delete the line if you don't want an extra reward.
    level.reward_3 = "false"; //add yet another reward if you want. Note that you cannot do more than one of the same reward.
    level.powerup_type = "random"; //if using a powerup as one of your rewards, this is what type. can be ("full_ammo","nuke","insta_kill","free_perk","fire_sale","double_points","carpenter","minigun",and "random")
    level.reward_weapons = array( "thundergun" );    //weapons it can give you in the "gun" reward. put as many or as little as you like.
    level.gun_expire = false; //whether or not the gun will go away in time.
    level.delete_door_after_move = "true"; //set "true" to delete the door after its done moving. Would recommend if it won't be seen.
    level.gun_hintstring = "Press ^3[{+activate}]^7 to take weapon"; //if gun reward is activated, hintstring for picking up gun.
    level.one_gun_per_player = "false"; //for gun powerup, set "true" if you want a gun to spawn for each player, "false" for just one gun no matter what.
    level.different_guns_per_player = "false"; //for gun powerup, set "true" if you want each gun to be randomly different, false if you want them to be the same random gun. if one_gun_per_player = "false" this doesn't matter.
   
    level.place_the_objects = "true"; //whether or not you have to place the objects ("true") or just collect them ("false") to get the reward.
    level.trigger_hintstring = "Press ^3[{+activate}]^7 to pickup object"; //hintstring for picking up objects. If you don't want a hintstring for picking up objects delete this entire line.
    level.trigger_place_hintstring = "Press ^3[{+activate}]^7 to place objects"; //hintstring for placing objects after collecting all of them. If you don't want a hintstring for placing objects delete this entire line.
   
	level.easter_egg_debug = True
;
   
    level.placed_objects = GetEntArray("placed_object","targetname");
    if(isdefined(level.placed_objects))
    {
        for(i=0;i<level.placed_objects.size;i++)
        {
            level.placed_objects[i] Hide();
        }
		trig_place = GetEnt("trig_place","targetname");
        trig_place SetCursorHint( "HINT_NOICON" );
     
        trig_place SetHintString("");
    }
    level.objects_picked_up = 0;
    level.objects = GetEntArray("easter_egg_object","targetname");
    for(i=0;i<level.objects.size;i++)
    {
        level.objects[i] thread wait_for_pickup();
    }
}
function wait_for_pickup()
{
    trig = GetEnt(self.target,"targetname");
    trig SetCursorHint( "HINT_NOICON" );
    if(isdefined(level.trigger_hintstring))
        trig SetHintString(level.trigger_hintstring);  
    trig waittill("trigger",player);
    self Delete();
    trig Delete();
    level.objects_picked_up ++;
    if(level.objects_picked_up == level.objects.size)
    {
		if(level.easter_egg_debug)
			IPrintLnBold("all objects picked up");
        if(level.place_the_objects == true)
        {
            trig_place = GetEnt("trig_place","targetname");
            trig_place SetCursorHint( "HINT_NOICON" );
            if(isDefined(level.trigger_place_hintstring))
                trig_place SetHintString(level.trigger_place_hintstring);
            trig_place waittill("trigger",player);
            if(isdefined(level.placed_objects))
            {
                for(i=0;i<level.placed_objects.size;i++)
                {
                    level.placed_objects[i] Show();
                }
            }
        }
        reward();
    }  
}
function reward()
{
	if(level.easter_egg_debug)
		IPrintLnBold("reward function initialized");
    if(level.reward == "door" || level.reward_2 == "door" || level.reward_3 == "door")
    {
		if(level.easter_egg_debug)
			IPrintLnBold("door reward");
        time = 2; //2 is amount of time in seconds door takes to move.
        door_parts = GetEntArray("easter_egg_door","targetname");
        for(i=0;i<door_parts.size;i++)
        {
            if(isdefined(door_parts[i].target))
                door_parts[i] MoveTo(door_parts[i].target.origin, time);
            if(isdefined(door_parts[i].script_vector))
                door_parts[i] MoveTo(door_parts[i].origin + (door_parts[i].script_vector), time);
        }
        wait(time);
       
        if(level.delete_door_after_move == true)
        {
            for(i=0;i<door_parts.size;i++)
            {
               
                if(isdefined(door_parts[i].target))
                    door_parts[i].target Delete();
                door_parts[i] Delete();
            }
        }
    }
    if(level.reward == "powerup" || level.reward_2 == "powerup" || level.reward_3 == "powerup")
    {
		if(level.easter_egg_debug)
			IPrintLnBold("powerup reward");
        powerup_struct = GetEnt("powerup_struct","targetname");
        if(level.powerup_type != "random")
            thread zm_powerups::specific_powerup_drop( level.powerup_type, powerup_struct.origin);
        if(level.powerup_type == "random")
        {
            rand = RandomIntRange( 0, 7 ); //("full_ammo","nuke","insta_kill","free_perk","fire_sale","double_points","carpenter","minigun")
            if(rand == 0)
                thread zm_powerups::specific_powerup_drop( "full_ammo", powerup_struct.origin);
            if(rand == 1)
                thread zm_powerups::specific_powerup_drop( "nuke", powerup_struct.origin);
            if(rand == 2)
                thread zm_powerups::specific_powerup_drop( "insta_kill", powerup_struct.origin);
            if(rand == 3)
                thread zm_powerups::specific_powerup_drop( "free_perk", powerup_struct.origin);
            if(rand == 4)
                thread zm_powerups::specific_powerup_drop( "fire_sale", powerup_struct.origin);
            if(rand == 5)
                thread zm_powerups::specific_powerup_drop( "double_points", powerup_struct.origin);
            if(rand == 6)
                thread zm_powerups::specific_powerup_drop( "carpenter", powerup_struct.origin);
            if(rand == 7)
                thread zm_powerups::specific_powerup_drop( "minigun", powerup_struct.origin);
        }
    }
    if(level.reward == "gun" || level.reward_2 == "gun" || level.reward_3 == "gun")
    {
		if(level.easter_egg_debug)
			IPrintLnBold("gun reward");
        if(level.one_gun_per_player == false)
			IPrintLnBold(""); ///This doesn't make any goddddamn sense just deal with it
            gun_struct = struct::get("gun_struct","targetname");
            thread RewardGun(gun_struct.origin + (0,0,50), array::randomize(level.reward_weapons)[0]);
        if(level.one_gun_per_player == true && level.different_guns_per_player == true)
        {
			//IPrintLnBold("naaaaaas");
            gun_structs = struct::get_array("gun_struct","targetname");
			players = GetPlayers();
            for(i=0;i<players.size;i++)
            {
                thread RewardGun(gun_structs[i].origin + (0,0,50), array::randomize(level.reward_weapons)[0]);
            }
        }
        if(level.one_gun_per_player == true && level.different_guns_per_player == false)
        {
			//IPrintLnBold("yaaaaaas");
            rand = RandomIntRange( 0, level.reward_weapons.size );
            gun_structs = Struct::Get_Array("gun_struct","targetname");
			if(level.easter_egg_debug)
				if(IsDefined(gun_structs))
					IPrintLnBold("gun_structs defined");
			players = GetPlayers();
            for(i=0;i<players.size;i++)
            {
                thread RewardGun(gun_structs[i].origin + (0,0,50), level.reward_weapons[rand]);
				if(level.easter_egg_debug)
					IPrintLnBold(gun_structs[i].origin);
            }
        }
    }
}
function RewardGun(pos, weapon)
{
	if(level.easter_egg_debug)
			IPrintLnBold("RewardGun Threaded");
			//IPrintLnBold(weapon);
    gun = spawn("script_model", pos);
	if(level.easter_egg_debug)
			IPrintLnBold(gun.origin);
    playsoundatposition("zmb_spawn_powerup", pos);
   
    gun SetModel(GetWeaponWorldModel(GetWeapon(weapon)));
    PlayFX(level._effect["powerup_grabbed_solo"], gun.origin);
    trig = spawn("trigger_radius", gun.origin, 0, 20, 50);
    gun thread SpinMe();
    gun thread GiveMe(weapon, trig);
    if(level.gun_expire == true)
        gun thread LifeTime(trig);
}
function LifeTime(trig)
{
    self endon("death");
    wait(120);//wait 2 minutes then delete
    if(isdefined(self))
    {
        self notify("rewardgun_delete");
    }
    if(isdefined(trig))
    {
        trig delete();
    }
    if(isdefined(self))
    {
        self delete();
    }
}
function GiveMe(weapon, trig)
{
	if(level.easter_egg_debug)
			IPrintLnBold("GiveMe Threaded");
    self endon("rewardgun_delete");
    while(1)
    {
        trig waittill("trigger", player);
        player thread SetGunHint(level.gun_hintstring, trig);
        if(player HasWeapon(getweapon("minigun")))
        {
            continue;
        }
        if(!(player UseButtonPressed()))
        {
            continue;
        }
        if(player laststand::player_is_in_laststand())
        {
            continue;
        }
        trig delete();
        self delete();
        player zm_weapons::weapon_give(getweapon(weapon));
        player SwitchToWeapon(getweapon(weapon));
        break;
        wait(.1);
    }
}
 
function SpinMe()
{
    self endon("rewardgun_delete");
    self endon("death");
    while(isdefined(self))
    {
        if(isdefined(self))
        {
            self rotateyaw(360,2);
        }
        wait(1.9);
    }
}
function SetGunHint(text, trig)
{
    if(isdefined(self.grow_soul_hud))
    {
        return;
    }
    self.grow_soul_hud = NewClientHudElem( self );
    self.grow_soul_hud.horzAlign = "center";
    self.grow_soul_hud.vertAlign = "middle";
    self.grow_soul_hud.alignX = "center";
    self.grow_soul_hud.alignY = "middle";
    self.grow_soul_hud.foreground = 1;
    self.grow_soul_hud.fontscale = 1;
    self.grow_soul_hud.alpha = 1;
    self.grow_soul_hud.color = ( 0.44, .74, .94 );
    self.grow_soul_hud SetText(text);
    while(isdefined(trig) && self IsTouching(trig))
    {
        wait(.05);
    }
    self.grow_soul_hud SetText("");
    self.grow_soul_hud Destroy();
    self.grow_soul_hud = undefined;
}

 


Maps created

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Das Haus- finished
Reimagined map- WIP
Reply #19 on 1505145856
Modme User
1 wins

i did 5 objects and a place trig with 5 objects that appear over the trig once collected. do i need to edit something to make it 5 objects or something because collecting all 5 doesnt move the door or let me interact with the trig

Reply #20 on 1505252510
Modme User
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I made 3 objects you have to pick up and place down which will open a door, you can pick up the all the 3 objects but the problem is once you do, the door opens, it won't let me place down the objects even though I made a trigger_use with the trig_place kvp. I also set it to true in scripts that you had to place the objects down. Did I do something wrong? Any help would be appreciated.

Reply #21 on 1505547228
Modme User
1 wins

objects can be picked up and get deleted, but i dont get a message anytime and the door doesnt move

Reply #22 on 1505602661
Modme User
48 wins

Sorry I haven't responded in a while guys, I've been really busy lately. If you're having a problem, can you set:

level.easter_egg_debug = true;

 

and then tell me what it prints on the screen in-game?


Reply #23 on 1505753987
Modme User
0 wins

Abnormal202

Sorry I haven't responded in a while guys, I've been really busy lately. If you're having a problem, can you set: level.easter_egg_debug = true;   and then tell me what it prints on the screen in-game?

 

This is what shows up for me in game with Debug turned on, I've typed the message because I can't post pictures on this forum :/

 

All Objects picked up

reward function initialized 

gun reward

RewardGun Threaded

(99.0186, 135.104, 456,361)

GiveMe Threaded 

 

Here is the code 

 

 place the objects is set to true but as soon as you pick up the items its activates without the player placing down the objects  

{
    level.reward = "gun"; //what happens when you place the objects. Right now, options are: ("door","powerup","gun")
    level.reward_2 = "false"; //add another reward if you want. just say "false" or delete the line if you don't want an extra reward.
    level.reward_3 = "false"; //add yet another reward if you want. Note that you cannot do more than one of the same reward.
    level.powerup_type = "random"; //if using a powerup as one of your rewards, this is what type. can be ("full_ammo","nuke","insta_kill","free_perk","fire_sale","double_points","carpenter","minigun",and "random")
    level.reward_weapons = array( "thundergun" );    //weapons it can give you in the "gun" reward. put as many or as little as you like.
    level.gun_expire = false; //whether or not the gun will go away in time.
    level.delete_door_after_move = "true"; //set "true" to delete the door after its done moving. Would recommend if it won't be seen.
    level.gun_hintstring = "Press ^3[{+activate}]^7 to take weapon"; //if gun reward is activated, hintstring for picking up gun.
    level.one_gun_per_player = "false"; //for gun powerup, set "true" if you want a gun to spawn for each player, "false" for just one gun no matter what.
    level.different_guns_per_player = "false"; //for gun powerup, set "true" if you want each gun to be randomly different, false if you want them to be the same random gun. if one_gun_per_player = "false" this doesn't matter.
   
    level.place_the_objects = "true"; //whether or not you have to place the objects ("true") or just collect them ("false") to get the reward.
    level.trigger_hintstring = "Press ^3[{+activate}]^7 to pickup object"; //hintstring for picking up objects. If you don't want a hintstring for picking up objects delete this entire line.
    level.trigger_place_hintstring = "Press ^3[{+activate}]^7 to place objects"; //hintstring for placing objects after collecting all of them. If you don't want a hintstring for placing objects delete this entire line.
   
	level.easter_egg_debug = True
;
   
    level.placed_objects = GetEntArray("placed_object","targetname");
    if(isdefined(level.placed_objects))
    {
        for(i=0;i<level.placed_objects.size;i++)
        {
            level.placed_objects[i] Hide();
        }
		trig_place = GetEnt("trig_place","targetname");
        trig_place SetCursorHint( "HINT_NOICON" );
     
        trig_place SetHintString("");
    }
    level.objects_picked_up = 0;
    level.objects = GetEntArray("easter_egg_object","targetname");
    for(i=0;i<level.objects.size;i++)
    {
        level.objects[i] thread wait_for_pickup();
    }
}
function wait_for_pickup()
{
    trig = GetEnt(self.target,"targetname");
    trig SetCursorHint( "HINT_NOICON" );
    if(isdefined(level.trigger_hintstring))
        trig SetHintString(level.trigger_hintstring);  
    trig waittill("trigger",player);
    self Delete();
    trig Delete();
    level.objects_picked_up ++;
    if(level.objects_picked_up == level.objects.size)
    {
		if(level.easter_egg_debug)
			IPrintLnBold("all objects picked up");
        if(level.place_the_objects == true)
        {
            trig_place = GetEnt("trig_place","targetname");
            trig_place SetCursorHint( "HINT_NOICON" );
            if(isDefined(level.trigger_place_hintstring))
                trig_place SetHintString(level.trigger_place_hintstring);
            trig_place waittill("trigger",player);
            if(isdefined(level.placed_objects))
            {
                for(i=0;i<level.placed_objects.size;i++)
                {
                    level.placed_objects[i] Show();
                }
            }
        }
        reward();
    }  
}
function reward()
{
	if(level.easter_egg_debug)
		IPrintLnBold("reward function initialized");
    if(level.reward == "door" || level.reward_2 == "door" || level.reward_3 == "door")
    {
		if(level.easter_egg_debug)
			IPrintLnBold("door reward");
        time = 2; //2 is amount of time in seconds door takes to move.
        door_parts = GetEntArray("easter_egg_door","targetname");
        for(i=0;i<door_parts.size;i++)
        {
            if(isdefined(door_parts[i].target))
                door_parts[i] MoveTo(door_parts[i].target.origin, time);
            if(isdefined(door_parts[i].script_vector))
                door_parts[i] MoveTo(door_parts[i].origin + (door_parts[i].script_vector), time);
        }
        wait(time);
       
        if(level.delete_door_after_move == true)
        {
            for(i=0;i<door_parts.size;i++)
            {
               
                if(isdefined(door_parts[i].target))
                    door_parts[i].target Delete();
                door_parts[i] Delete();
            }
        }
    }
    if(level.reward == "powerup" || level.reward_2 == "powerup" || level.reward_3 == "powerup")
    {
		if(level.easter_egg_debug)
			IPrintLnBold("powerup reward");
        powerup_struct = GetEnt("powerup_struct","targetname");
        if(level.powerup_type != "random")
            thread zm_powerups::specific_powerup_drop( level.powerup_type, powerup_struct.origin);
        if(level.powerup_type == "random")
        {
            rand = RandomIntRange( 0, 7 ); //("full_ammo","nuke","insta_kill","free_perk","fire_sale","double_points","carpenter","minigun")
            if(rand == 0)
                thread zm_powerups::specific_powerup_drop( "full_ammo", powerup_struct.origin);
            if(rand == 1)
                thread zm_powerups::specific_powerup_drop( "nuke", powerup_struct.origin);
            if(rand == 2)
                thread zm_powerups::specific_powerup_drop( "insta_kill", powerup_struct.origin);
            if(rand == 3)
                thread zm_powerups::specific_powerup_drop( "free_perk", powerup_struct.origin);
            if(rand == 4)
                thread zm_powerups::specific_powerup_drop( "fire_sale", powerup_struct.origin);
            if(rand == 5)
                thread zm_powerups::specific_powerup_drop( "double_points", powerup_struct.origin);
            if(rand == 6)
                thread zm_powerups::specific_powerup_drop( "carpenter", powerup_struct.origin);
            if(rand == 7)
                thread zm_powerups::specific_powerup_drop( "minigun", powerup_struct.origin);
        }
    }
    if(level.reward == "gun" || level.reward_2 == "gun" || level.reward_3 == "gun")
    {
		if(level.easter_egg_debug)
			IPrintLnBold("gun reward");
        if(level.one_gun_per_player == false)
			IPrintLnBold(""); ///This doesn't make any goddddamn sense just deal with it
            gun_struct = struct::get("gun_struct","targetname");
            thread RewardGun(gun_struct.origin + (0,0,50), array::randomize(level.reward_weapons)[0]);
        if(level.one_gun_per_player == true && level.different_guns_per_player == true)
        {
			//IPrintLnBold("naaaaaas");
            gun_structs = struct::get_array("gun_struct","targetname");
			players = GetPlayers();
            for(i=0;i<players.size;i++)
            {
                thread RewardGun(gun_structs[i].origin + (0,0,50), array::randomize(level.reward_weapons)[0]);
            }
        }
        if(level.one_gun_per_player == true && level.different_guns_per_player == false)
        {
			//IPrintLnBold("yaaaaaas");
            rand = RandomIntRange( 0, level.reward_weapons.size );
            gun_structs = Struct::Get_Array("gun_struct","targetname");
			if(level.easter_egg_debug)
				if(IsDefined(gun_structs))
					IPrintLnBold("gun_structs defined");
			players = GetPlayers();
            for(i=0;i<players.size;i++)
            {
                thread RewardGun(gun_structs[i].origin + (0,0,50), level.reward_weapons[rand]);
				if(level.easter_egg_debug)
					IPrintLnBold(gun_structs[i].origin);
            }
        }
    }
}
function RewardGun(pos, weapon)
{
	if(level.easter_egg_debug)
			IPrintLnBold("RewardGun Threaded");
			//IPrintLnBold(weapon);
    gun = spawn("script_model", pos);
	if(level.easter_egg_debug)
			IPrintLnBold(gun.origin);
    playsoundatposition("zmb_spawn_powerup", pos);
   
    gun SetModel(GetWeaponWorldModel(GetWeapon(weapon)));
    PlayFX(level._effect["powerup_grabbed_solo"], gun.origin);
    trig = spawn("trigger_radius", gun.origin, 0, 20, 50);
    gun thread SpinMe();
    gun thread GiveMe(weapon, trig);
    if(level.gun_expire == true)
        gun thread LifeTime(trig);
}
function LifeTime(trig)
{
    self endon("death");
    wait(120);//wait 2 minutes then delete
    if(isdefined(self))
    {
        self notify("rewardgun_delete");
    }
    if(isdefined(trig))
    {
        trig delete();
    }
    if(isdefined(self))
    {
        self delete();
    }
}
function GiveMe(weapon, trig)
{
	if(level.easter_egg_debug)
			IPrintLnBold("GiveMe Threaded");
    self endon("rewardgun_delete");
    while(1)
    {
        trig waittill("trigger", player);
        player thread SetGunHint(level.gun_hintstring, trig);
        if(player HasWeapon(getweapon("minigun")))
        {
            continue;
        }
        if(!(player UseButtonPressed()))
        {
            continue;
        }
        if(player laststand::player_is_in_laststand())
        {
            continue;
        }
        trig delete();
        self delete();
        player zm_weapons::weapon_give(getweapon(weapon));
        player SwitchToWeapon(getweapon(weapon));
        break;
        wait(.1);
    }
}
 
function SpinMe()
{
    self endon("rewardgun_delete");
    self endon("death");
    while(isdefined(self))
    {
        if(isdefined(self))
        {
            self rotateyaw(360,2);
        }
        wait(1.9);
    }
}
function SetGunHint(text, trig)
{
    if(isdefined(self.grow_soul_hud))
    {
        return;
    }
    self.grow_soul_hud = NewClientHudElem( self );
    self.grow_soul_hud.horzAlign = "center";
    self.grow_soul_hud.vertAlign = "middle";
    self.grow_soul_hud.alignX = "center";
    self.grow_soul_hud.alignY = "middle";
    self.grow_soul_hud.foreground = 1;
    self.grow_soul_hud.fontscale = 1;
    self.grow_soul_hud.alpha = 1;
    self.grow_soul_hud.color = ( 0.44, .74, .94 );
    self.grow_soul_hud SetText(text);
    while(isdefined(trig) && self IsTouching(trig))
    {
        wait(.05);
    }
    self.grow_soul_hud SetText("");
    self.grow_soul_hud Destroy();
    self.grow_soul_hud = undefined;
}

Maps created

Containment- finished
Das Haus- finished
Reimagined map- WIP
Reply #24 on 1505764615
Modme User
48 wins

hmmm... try changing: 

 level.place_the_objects = "true";

 

to:

 level.place_the_objects = true;

 

 

If that fixes it, then my apologies for accidentally putting those quotation marks there, because true should not be a string, and that's probably why it's failing this check:

if(level.place_the_objects == true)
        

 

later on in the script.


Reply #25 on 1505777816
Modme User
0 wins

Yes, it worked. Thank you :)

Reply #26 on 1505781390
Modme User
48 wins

Jake3050

Yes, it worked. Thank you :)

 alright, I'll update it in the post


Reply #27 on 1505865543
Modme User
0 wins

Not that its a huge deal, but when I place down the objects, the text still stays saying that I need to place them down. Do you know a fix?

Reply #28 on 1505868259
Modme User
48 wins

Jake3050

Not that its a huge deal, but when I place down the objects, the text still stays saying that I need to place them down. Do you know a fix?

 oops, I missed that. add:

trig_place Delete();

 

right above:

}
        reward();

 

so it looks like:

if(level.place_the_objects == true)
        {
            trig_place = GetEnt("trig_place","targetname");
            trig_place SetCursorHint( "HINT_NOICON" );
            if(isDefined(level.trigger_place_hintstring))
                trig_place SetHintString(level.trigger_place_hintstring);
            trig_place waittill("trigger",player);
            if(isdefined(level.placed_objects))
            {
                for(i=0;i<level.placed_objects.size;i++)
                {
                    level.placed_objects[i] Show();
                }
            }
			trig_place Delete();
        }
        reward();

 

I'll update the post too.

 

 


Reply #29 on 1506993545
Modme User
3 wins

Nice work with the script, I haven't  completely tested it out, but I can sure pick up the EE items. The only question I got is that is it possible to somehow merge this with your Brutus Boss Fight scripts, as they both have the same function which stops compiling and linking in the mod tools.

Thanks!


My Workshop Map: [Developer Builds] Nightmare Bar 0.0.1.7 - Might take a month or two to finally get out of both BETA & Map detailing Development.