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View Full Version : Delay Mission Player Trap Pen



aceking
Aug 2 2011, 23:35
I have this script that someone gave me that basically delays the mission start so that Dynamic AI Creator (DAC) that I've implemented in my mission can have some time to load.

disableUserInput true;

titleText [format["WELCOME TO OPERATION VENOM\n\nThe Battlefield is being generated . . .\n\nplease be patient"], "BLACK OUT",0.01];

waituntil {DAC_Basic_Value > 0};

disableUserInput false;

titleText ["", "BLACK IN",2];
This script disable user input and turns the screen black.
I would like to have another method instead where players cannot go a certain distance far from a game logic object until the condition that the DAC has finished its initialization. Can somebody script this for me?

Grimes [3rd ID]
Aug 3 2011, 00:07
Somebody posted a "push away" trigger a few days ago, can't remember where. Give that a look. If not that, you could always put a minefield outside a trigger zone that deactivates/deletes when DAC is true, or just kill anybody who leaves the trigger zone before the DAC is true. Or in the editor place barricades/sand bags/large obstacles around spawn and name them, and on DAC true just deleteVehicle them.

There are countless ways to do this.

aceking
Aug 3 2011, 00:33
aight, ill look for that push away trigger... if not that, then the delete vehicle barrier sounds like a good idea. thx again

Grimes [3rd ID]
Aug 3 2011, 01:11
http://forums.bistudio.com/showpost.php?p=1969125&postcount=14

What you need to use is the opposite of what that does, because you are trying to keep them IN the trigger. If you need this ASAP, just place a few of those triggers so it essentially makes a barrier. I'll rewrite it later.