[QUOTE=Mateos;406014]Thank you for sharing the code!
Perhaps you may precise with comments ( // Sentence ) so people see what are the requirements for entities/properties, but with the post up yours it’s easily understandable o/
Bookmarked, I will probably use it in the future :)[/QUOTE]
Glad that I could help you
did as you requested, so here we go…
I have my blowing up objective func_explosive with scriptname ‘generator’ & targetname ‘generator’, and TOI with target ‘generator’. I have 2 doors with script_movers and path_corners for them. Doors have scriptnames ‘hall_door1’ and ‘hall_door2’. Path_corners have scritnames ‘movepath_up1’ & ‘movepath_up2’, respectively to the doors. Doors & their representing path_corners are linked to each other (ctrl + k).
Also, I appearently was so tired last night that I didn’t even paste the correct code to the post above, but I fixed it now. The ‘wait 2000’ command I had after ‘wm_announce’ was incorrectly placed, it must be placed individually for both doors.
With the following format, you can add more doors to the script aswell.
game_manager
{
spawn
{
// Game rules
wm_axis_respawntime 5
wm_allied_respawntime 5
wm_number_of_objectives 1
wm_set_round_timelimit 30
}
}
//////////////////////////////////////////////////
// //
// GENERATOR & DOORS //
// //
//////////////////////////////////////////////////
generator //scriptname of the blowing up objective
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Generator destroyed! The doors are opening!"
trigger hall_door1 move_up
trigger hall_door2 move_up
}
}
hall_door1 //door with script_mover, scriptname "hall_door1"
{
trigger move_up
{
wait 2000
gotomarker doorpath_up1 50 wait //defining the move of script_mover with help of path_corner, with scriptname "doorpath_up1"
}
}
hall_door2 //door with script_mover, scriptname "hall_door2"
{
trigger move_up
{
wait 2000
gotomarker doorpath_up2 50 wait //defining the move of script_mover with help of path_corner, with scriptname "doorpath_up2"
}
}