Puppy's Barricade Demo 2

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Puppy Wehtam
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Puppy's Barricade Demo 2

Postby Puppy Wehtam » 9 years 2 weeks ago (09 May 2011, 17:34)

So now with my new abilities, thanks to those who helped me, I'm able to make a better barricade system. With that in mind I've decided I'm going to make another barricade demo. This map will be much larger than the first demo and will have some special additions that should be interesting.

Here are a few things about this demo (More may be added in the future);

- It'll have many secret paths.
- There will be a lot of breakable objects including walls.

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I need help with some scripting... I would like to make it so this occurs.

- Players uses key to lock the door which triggers the actorfactory.
- The actorfactory builds the barricade.
- The player uses either the same key "or another key" which unlocks the door "AND"
- This triggers the barricade to automatically destroy itself. (This I believe would need scripting to the boardwall actor to make it so it will destroy itself if a certain event occurs.)

My goal is to make it so the player can build a barricade and then be able to take it down. If I succeed at this then from there my goal will be to make it so it can be done unlimited amount of times to the same door. But first things first. I need help with scripting it so the unlock event of the door causes the "spawned" boardwalls to destroy themselves.

Can someone please help me?
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Re: Puppy's Barricade Demo 2

Postby Puppy Wehtam » 9 years 1 week ago (11 May 2011, 23:55)

I may have thought of a solution to my own problem that I had asked for help with on my previous post.

If I use a TrinV3WoodenDoorB5RT and script it to what I want. I can make it a boardwall. The reason is because it has the destroy handler in it that will allow it to be destroyed if a certain event occurs.

So this will allow me to remove the boards that the actorfactory spawns without actually having to hit them. With this I should be able to make it so players can put up barricades and take them down.
Last edited by Puppy Wehtam on 12 May 2011, 00:44, edited 1 time in total.
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Re: Puppy's Barricade Demo 2

Postby Samus Aran » 9 years 1 week ago (12 May 2011, 00:07)

Puppy, is it possible to add a trigger or something to the boards, like if I were to press action, the boards go away, but then I put them back in the inventory. does this help any? I'm not able to look at the editor at this moment, so this is the best I can think of. basically, try adding a trigger
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Re: Puppy's Barricade Demo 2

Postby Puppy Wehtam » 9 years 1 week ago (12 May 2011, 00:43)

The problem is that the boards can't be removed if they were originally not there. They appear using an actorfactory but there is none that I noticed that will do the exact opposite of the actorfactory. So the boards themselves have to be scripted to do it. But I figured out that I can do a less complicated scripting to the TrinV3DoorB5RT to turn it into boards that will have what I need to do it.

But thanks for the help. I think I managed a solution.
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Re: Puppy's Barricade Demo 2

Postby Puppy Wehtam » 9 years 1 week ago (14 May 2011, 04:54)

I've come across a problem. Can anyone please help me? I want to script an event and handleby for the TrinV3WoodenDoorB5RT. I've tried adding this to the default properties;

EventBindings=(EventName="TakeItDown",HandledBy="Destroy")

But it didn't work... When placed and the properties checked it shows None where TakeItDown and Destroy should be. I really could use help on doing this because it will allow me to accomplish many future ideas.
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