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Thread: Trigger on a Dead Body

  1. #1

    Default Trigger on a Dead Body

    I thought I saw a post about this a while back, but can't find it now. How would I go about spawning a trigger on a dead body? I'm trying to use the killed event built in to reborn, but I'm not having much luck.

    global/kc.scr, exec'd from mohdm7.scr under waittill prespawn (just for testing)

    main:
    	if(level.kc_run)
    	end
    	level.kc_run = 1
    	local.result = registerev "kill" global/kc.scr::killed
    	thread hud
    level waittill spawn
    end
    
    hud:
    					huddraw_align  19 right top
    					huddraw_font   19 "verdana-12"
    					huddraw_rect   19 -185 215 100 14
    					huddraw_color  19 1 .4 .1
    					huddraw_alpha  19 1.0
    					huddraw_string 19 "KILL CONFIRMED"
    end
    
    killed local.player:
    if (local.player.dmteam == "allies")
    {
    local.kcTag = spawn func_beam
    local.kcTag targetname kcTag
    local.kcTag.origin = local.player.origin + ( 0 0 100 )
    local.kcTag endpoint = local.player.origin + ( 0 0 200 )
    local.kcTag color ( 0 0 1 )
    local.kcTag activate
    }
    if (local.player.dmteam == "axis")
    {
    local.kcTag = spawn func_beam "targetname" "kcTag"
    local.kcTag.origin = local.player.origin + ( 0 0 100 )
    local.kcTag endpoint = local.player.origin + ( 0 0 200 )
    local.kcTag color ( 1 0 0 )
    }
    
    local.kcTrigger = spawn trigger_multiple
    local.kcTrigger targetname kcTrigger
    local.kcTigger.origin = local.player.origin + ( 0 0 40 )
    local.kcTrigger setsize ( -10 -10 -10 ) ( 10 10 10 )
    $kcTrigger waittill trigger
    
    if (local.player.dmteam == "allies")
    {
    local.player = parm.other
    $kcTag remove
    $kcTrigger remove
    wait 1
    local.player addkills ++
    iprintlnbold "Stuff happened"
    }
    if (local.player.dmteam == "axis")
    {
    local.player = parm.other
    local.kcTag remove
    $kcTrigger remove
    local.player addkills ++
    iprintln "an axis did the stuff"
    }
    end

  2. #2

    Default

    You whant to spawn a trigger when the player die?

    You need to check if the player is alive and he spawn

  3. #3
    Administrator James's Avatar
    Join Date
    May 2010
    Location
    on the intraweb
    Posts
    3,071

    Default

    Umm, try maybe something like this:

    main:
    	level waittill spawn
    	thread blah
    end
    
    
    blah:
    
    
    	while(1)
    	{
    		wait 1
    
    
    		for (local.i = 1; local.i <= $player.size; local.i++)
    		{
    			local.player = $player[local.i]
    
    			if(local.player != NULL && isAlive local.player)
    			{
    				if (local.player.dmteam == "axis")
    				{
    					//Do stuff for Axis
    				}
    
    				if(local.player.dmteam == "allies")
    				{
    					//Do stuff for Allies
    				}
    
    
    				if (local.player.dmteam == "spectator")
    				{
    					//Do stuff for Spectator
    				}
    
    			}
    
    			else if(local.player != NULL)
    			{
    				if(local.player.dmteam == "axis" && !isalive local.player)
    				{
    					//Dead Axis player
    				}
    				if(local.player.dmteam == "allies" && !isalive local.player)
    				{
    					//Dead Allies player
    				}
    			}
    		}
    		wait 5
    	}
    end

  4. #4

    Default

    I'll give that a shot. I thought the killed event only happened when a player was killed so checking alive or dead didn't need to happen. Thanks guys

  5. #5
    Senior Member Ancient Order's Avatar
    Join Date
    Aug 2015
    Location
    Paris, Fr.
    Posts
    161

    Default

    Dead bodies are client side. Do as Double says.
    While isalive local.player waitframe
    When he dies, spawn the trigger at player current coords for the time the body remains.

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