func_invisible_user class specific


(FrostyChilli) #1

Hello!

I was wondering if it is possible to set the flags that only certain classes can activate “func_invisible_user”? Just like it is with “trigger_once” or “trigger_multiple”.

Example: Only when “Soldier” class player activates “func_invisible_user”, it triggers. I tried adding it in script into “activate” trigger: “activate soldier”, but it didn’t seem to have any effect.

Cheers,
Frosty


(twt_thunder) #2

No…
this is the only things about it:

When activated, its target will activated.
Normally when a player 'activates' this entity, if the entity has been turned 'off' (by a scripted command) you will hear a sound to indicate that you cannot activate the user.
The sound defaults to "sound/movers/invis_user_off.wav"
cursorhint types:
HINT_NONE
HINT_FORCENONE
HINT_PLAYER
HINT_ACTIVATE
HINT_DOOR
HINT_DOOR_ROTATING
HINT_DOOR_LOCKED
HINT_DOOR_ROTATING_LOCKED
HINT_MG42
HINT_BREAKABLE
HINT_BREAKABLE_DYNAMITE
HINT_CHAIR
HINT_ALARM
HINT_HEALTH
HINT_TREASURE
HINT_KNIFE
HINT_LADDER
HINT_BUTTON
HINT_WATER
HINT_CAUTION
HINT_DANGER
HINT_SECRET
HINT_QUESTION
HINT_EXCLAMATION
HINT_CLIPBOARD
HINT_WEAPON
HINT_AMMO
HINT_ARMOR
HINT_POWERUP
HINT_HOLDABLE
HINT_INVENTORY
HINT_SCENARIC
HINT_EXIT
HINT_NOEXIT
HINT_PLYR_FRIEND
HINT_PLYR_NEUTRAL
HINT_PLYR_ENEMY
HINT_PLYR_UNKNOWN
HINT_BUILD
HINT_DISARM
HINT_REVIVE
HINT_DYNAMITE
HINT_CONSTRUCTIBLE
HINT_UNIFORM
HINT_LANDMINE
HINT_TANK
HINT_SATCHELCHARGE
HINT_LOCKPICK
HINT_BAD_USER
HINT_NUM_HINTS[/code}

(FrostyChilli) #3

Okay, thank you for the answer!

Cheers,
Frosty


(stealth6) #4

You could put a trigger_multiple around it that does setstate default on the func_invisible_user. Not 100%, but might be close enough?


(FrostyChilli) #5

That’s a good idea, stealth6!
I would call this thread locked because it really seems to be as close as we can get.

Thanks! :slight_smile:

Cheers,
Frosty


(morphdoc) #6

venice had similar script for anti-tank gun, no? it can only be triggered by soldier.