Question on a func_invisible user


(Teuthis) #1

I have a func_invisible user that is Set to be only be usable for one Team. In the Key settings it says that a Noise can be implemented in the script Once a player of the Opposite Team pushes the func_invisible user. Anyone knows how to do this? My Problem is that how do i script something that then Works only for the Team that is Not allowed to push that Thing. I checked the func_invisible user in railgun but when the axis are pushing the button there is no Sound. Can someone Maybe Tell me a Map Where this sound Comes when the wrong Team pushes the func_invisible user?

Thanks


(ailmanki) #2

http://games.chruker.dk/enemy_territory/entities.php?action=show_entity&entity_name=func_invisible_user

set the key offnoise to something else then that: “sound/movers/invis_user_off.wav”

Although I don’t think this is for the other team, but when you deactivate it by script.


(-SSF-Sage) #3

Why not use script event activate axis/allies on the func_invs scriptblock?

func_inv
{

activate axis
{

}

}


(Teuthis) #4

[QUOTE=-SSF-Sage;518711]Why not use script event activate axis/allies on the func_invs scriptblock?

func_inv
{

activate axis
{

}

}[/QUOTE]

Thanks, didn’t know that teamspecific Events can be triggered for both Teams separately by one entity. Will Try ASAP

Thanks. Highly appreciated.


(Mateos) #5

Scroll down to events:
games.chruker.dk/enemy_territory/scripting_reference.php


(Teuthis) #6

[QUOTE=ailmanki;518412]http://games.chruker.dk/enemy_territory/entities.php?action=show_entity&entity_name=func_invisible_user

set the key offnoise to something else then that: “sound/movers/invis_user_off.wav”

Although I don’t think this is for the other team, but when you deactivate it by script.[/QUOTE]

seems that only one of the Team Events can be triggered so either activate allies or activate axis but not both of them. so if use activate allies it works for allies only but I can’t get in parallel activate axis to work. would be good to know a map where this has been used successfully


(Mateos) #7

The team parameter is optional; activate alone will be triggered for either teams.


(Teuthis) #8

I know but I want different Events triggered for both Teams, if Allies activate the entity the Gun rotates but when Axis activate the entity there is a sound supposed to be played indicating that this is Not their objective. So i need both activate Allies and activate axis and this doesn’t seem to work. You can have only one of them. As Said in railgun it’s also that no Sound Comes when axis activate the entity so i Start thinking it can’t be done the Way I want it. If someone knows a Map Where this sound Works when a wrong Team activates this entity please let me know.


(Mateos) #9

Then have 2 different entities, one for Allies, one for Axis?


(-SSF-Sage) #10

I have used it in Capuzzo and other maps multiple times. Here is first random example from Capuzzo. You can just activate a target_speaker by the script.

cmd_door_frontr_inv
{
spawn
{
wait 200
}

activate axis
{
	trigger cmd_door_frontr open_door
}

activate allies
{
	globalaccum 8 trigger_if_equal 0 cmd_door_frontr door_locked
	globalaccum 8 trigger_if_equal 1 cmd_door_frontr open_door
}

}