- Joined
- Sep 8, 2011
- Messages
- 211
Hey guys I'm screwing around with an idea that I wanted to try. At the moment I have 4 survivors v 1 killer (it's a recreation of a game called Dead by Daylight), which is pretty much a hide and seek on steroids.
When a survivor activates Sprint it leaves behind marks to show where they've gone (it's a unit with locus with the model of demon footprint) and if they stand in a trap I want them to bleed until they get out of it. I wanted to know if the triggers leak below. Also I have a trigger to add a timer to each trail object that enters the map, this is so if I wanna add trails via another script it will clean them with out me having to worry. If you want more details on it let me know.
Thanks guys.
When a survivor activates Sprint it leaves behind marks to show where they've gone (it's a unit with locus with the model of demon footprint) and if they stand in a trap I want them to bleed until they get out of it. I wanted to know if the triggers leak below. Also I have a trigger to add a timer to each trail object that enters the map, this is so if I wanna add trails via another script it will clean them with out me having to worry. If you want more details on it let me know.
Thanks guys.
Code:
Trail Marks
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Survivors[(Integer A)] has buff Sprinting ) Equal to True
Then - Actions
Set Temp_Point[(Integer A)] = (Position of Survivors[(Integer A)])
Unit - Create 1 Trail_Object_Type for Player 1 (Red) at Temp_Point[(Integer A)] facing (Facing of Survivors[(Integer A)]) degrees
Custom script: call RemoveLocation( udg_Temp_Point[bj_forLoopAIndex])
Else - Actions
Code:
Trap Bleeding
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Survivors[(Integer A)] has buff Trapped ) Equal to True
Then - Actions
Set Temp_Point[(Integer A)] = (Position of Survivors[(Integer A)])
Special Effect - Create a special effect at Temp_Point[(Integer A)] using Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Temp_Point[bj_forLoopAIndex])
Else - Actions