hey guys! i'll be honest i've been lazy lol even tho my lovey gal enjoys critiquing my work and watching me program( odd i know ) i havn't done anything sense my last post here on the forums maybe a little bit here and there.... but eh..... anyways the reason for my post now is per'request of a fellow community dev that i release what i have so far on my trigger pack v2 if i recall is still incomplete and prob never will be.......... but it's come a long way from v1. here is the link to what i have.... it's the source code so someone will need to claim and compile it... preferably HaTeMe, Fel(we've had our cases but i think your a very talented DEV ), or Marco you guys kick Arse =)
HERE
questions about what does what or why i did what i did in those scripts e-mail me at [email protected] but please don't make me make a whole document on every little thing in them because most of it is already explained in the scripts and/or is self-explanatory and i simply am much too lazy to type up a 3 page document without indentation and font 8 about it
Rights go to Anyone who will complete it, whitelist it, and release it to the public =)
some other things i never really told anyone while developing the trigger pack... ever wondered how to use the action scripts like Action_FireWeaponAt inside the scriptedtriggers?
place a pawn like maybe a husk....... properties->ai->AiscriptTag
thats where you place the tag of the scripted trigger or an aiscript
an example use
(0)Waitforevent-blah
(1)ACTION_FireWeaponAt
ShootTargetTag - whatever the tag is that you want the husk to fire at
could be a destroyable objective or a specific type of actor lol
(2) goto action - 0
so you've now jsut linked a scripted trigger to a pawn AND have set that pawn to shoot a target after an EVENT occurs
EDIT -
ah speaking of which you guys could add in a variable to the FA_Spawnpoint_StandAlone or even the regular FA_Spawnpoint that could allow the L.D. to set the AiScriptTag of any spawned Critter it spawns.... up to you...
one last thing i've grown bored of Killingfloor so i will no longer be puting any work into it anytime soon..... if i do i prob won't be anouncing it....... it's been nice being part of the community ill cya when i cya
- Falidell
:IS2:
HERE
questions about what does what or why i did what i did in those scripts e-mail me at [email protected] but please don't make me make a whole document on every little thing in them because most of it is already explained in the scripts and/or is self-explanatory and i simply am much too lazy to type up a 3 page document without indentation and font 8 about it
Rights go to Anyone who will complete it, whitelist it, and release it to the public =)
some other things i never really told anyone while developing the trigger pack... ever wondered how to use the action scripts like Action_FireWeaponAt inside the scriptedtriggers?
place a pawn like maybe a husk....... properties->ai->AiscriptTag
thats where you place the tag of the scripted trigger or an aiscript
an example use
(0)Waitforevent-blah
(1)ACTION_FireWeaponAt
ShootTargetTag - whatever the tag is that you want the husk to fire at
could be a destroyable objective or a specific type of actor lol
(2) goto action - 0
so you've now jsut linked a scripted trigger to a pawn AND have set that pawn to shoot a target after an EVENT occurs
EDIT -
ah speaking of which you guys could add in a variable to the FA_Spawnpoint_StandAlone or even the regular FA_Spawnpoint that could allow the L.D. to set the AiScriptTag of any spawned Critter it spawns.... up to you...
one last thing i've grown bored of Killingfloor so i will no longer be puting any work into it anytime soon..... if i do i prob won't be anouncing it....... it's been nice being part of the community ill cya when i cya
- Falidell
:IS2:
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