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soul_tracker_init(){ soul_door = getentarray( "soul_door", "targetname" ); for( i=0 ; i<soul_door.size ; i++ ) { if( isDefined(soul_door[i].script_flag) && !IsDefined( level.flag[soul_door[i].script_flag] ) ) flag_init( soul_door[i].script_flag ); } level thread zombie_soul_start();}zombie_soul_start(){ trig = getent( "soul_trig", "targetname" ); while(isdefined(trig)) { zombies = getaiarray( "axis" ); for( i=0 ; i<zombies.size ; i++ ) { if( !isdefined( zombies[i].soul_zombie ) ) { zombies[i].soul_zombie = true; zombies[i] thread soul_watch( trig ); } } wait 0.5; }}soul_watch(trig){ self waittill( "death", attacker ); if( !isdefined( trig ) ) return; if( isdefined(attacker) && !isplayer( attacker ) ) return; if( self istouching( trig ) ) trig thread add_soul_to_door(self.origin);}add_soul_to_door(death_origin){ if( !isdefined( self.souls ) ) self.souls = 0; self.souls++; fx_pos = getstruct( "soul_fx_pos", "targetname" ); fx_tag = spawn( "script_model", death_origin+(0,0,30) ); fx_tag setmodel( "tag_origin" ); playfxontag( level._effect[ YOUR_SOUL_FX ], fx_tag, "tag_origin" ); // SOUL FX fxtag moveto( fx_pos.origin, 2, 1, 0 ); wait 2; fxtag delete(); playsoundatposition( SOUL_ADDING_SOUND, fx_pos.origin ); // SOUND WHEN A SOUL GETS ADDED if( self.souls == 25 ) { level thread open_special_door(); self delete(); }}open_special_door(){ soul_door = getentarray( "soul_door", "targetname" ); for( i=0 ; i<soul_door.size ; i++ ) { soul_door[i] notsolid(); soul_door[i] connectpaths(); soul_door[i] moveto( (soul_door[i].origin+soul_door[i].script_vector), 2, 0.5, 0.5 ); if( isdefined( soul_door[i].script_flag ) ) flag_set( soul_door[i].script_flag ); }}