I am busy with scripting at a higher rate then i was before. But now i want to know some stuff, can i let brushes affect the script. Like telling the script something like:
If func_useable 'blabla' is visible rotate -90 0 0 degrees if func_useable 'blabla2' is visible rotate 90 0 0 degrees
I also have some problems with a other thing. I have a target_counter targeted at a target_activate and that target_activate targeted at a func_static. (the func_static is offcourse inactive) There are three blocks that needs to be moved before the main func_static can be bringed down... Here is the script for one of the blocks:
You see that the target_counter is used by the script. The target_counter has the 'key: count' and the 'value: 3' so something needs to fire it three times (three blocks you know) before it will trigger the target_activate. But if you have moved one of the blocking func_static's you can allready bring the main func_static down. How can i fix this?
If func_useable 'blabla' is visible rotate -90 0 0 degrees if func_useable 'blabla2' is visible rotate 90 0 0 degrees
I also have some problems with a other thing. I have a target_counter targeted at a target_activate and that target_activate targeted at a func_static. (the func_static is offcourse inactive) There are three blocks that needs to be moved before the main func_static can be bringed down... Here is the script for one of the blocks:
Code:
//Generated by BehavEd rem ( "comment" ); affect ( "door_slider_1", /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < 0.000 90.000 0.000 >, 1000.000 ); } use ( "counter_activator_1" );
You see that the target_counter is used by the script. The target_counter has the 'key: count' and the 'value: 3' so something needs to fire it three times (three blocks you know) before it will trigger the target_activate. But if you have moved one of the blocking func_static's you can allready bring the main func_static down. How can i fix this?