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madjawa

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hello,

I'm not sure it is possible but I ask : can I make a door who opens or a teleport who teleports you when you enter a password? you press "use" on a button, you enter a password and if it is correct a door opens or you get teleported!

 

its for MP FFA (not siege)

 

madjawa:jawa

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Originally posted by wedge2211

The scripts are probably located in the...gosh, this'll be surprising, take a deep breath!...scripts directory in the pk3. Probably scripts/kejim/ or scripts/kejim_post/.

 

Actually, I think the script sources for JO were also in the Editing tools packet, not in a game pk3... ;)

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  • 2 weeks later...

Key: classname

Value: trigger_multiple

 

Key: usetime

Value: x

 

Then the player must 'use' the trigger_multiple in x amount of milliseconds before the trigger_multiple triggers its target(s). Often seen in Siege. I know that's maybe not exactly what you're looking for, but it's easier than trying to to figure out how it's done on Kejim.

 

Also you can try with some coding if you know how to:p

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  • 2 months later...

sorry, its a little old but

there are various ways you could make a series of buttons that have to be pressed in a certain sequence.

Can you explain in detail one of these ways?? (with or without scripting, it doesn't matter)

 

 

thanks in advance

madjawa

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One logical problem here is the need of resetting the system in case the player presses a wrong button in the middle of the sequence, thus terminating the correct sequence. Whilst Wade (RIP) might be able to solve this with some crazy entity hack, scripting might be an easier solution.

 

What comes to recognizing the correct sequence in general, how much the method relies on entities or scripting is a personal choice.

 

It could be achived by having all but the first button's targets inactive (not the buttons themselves to make it look like they could potentially work). The first button's target would then activate the second button's target, etc, until the last button was reached, which would launch (target) the actual wanted effect.

 

Now, taking into consideration my first statement, it's obvious there should be an alternative target for all the buttons. This would be active always when the primary target is inactive. This secondary target would only reset the sequence. So, if a wrong button was pressed anywhere during the sequence, the common reset would occur, returning the system to the beginning state, and possibly giving some alarm sound, or whatever (if desired).

 

Well, that was probably a medium method between entities and scripting.

 

Since I haven't personally built a system like this, I don't have readily available a detailed explanation. I very much doubt anybody would have...

 

All in all, it shouldn't be that hard, even if you want to have the same button pressed more than once. Just give it more regulated targets. ;)

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