But this lets you buy the door with the electricity off. I have a similar script in my map. I use two triggers, one for the hint and other for the door. My code is something like:
Code Snippet
Plaintext
trig = getEnt( "DOOR_TARGETNAME","target" ); hint = getEnt( "TRIGGER_TARGETNAME","targetname" ); trig trigger_off(); hint setHintString( "POWER STUFF" ); flag_wait( "electricity_on" ); trig trigger_on(); hint trigger_off();
This works well, but I'm sure there are better ways to do it.
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
But this lets you buy the door with the electricity off. I have a similar script in my map. I use two triggers, one for the hint and other for the door. My code is something like:
Code Snippet
Plaintext
trig = getEnt( "DOOR_TARGETNAME","target" ); hint = getEnt( "TRIGGER_TARGETNAME","targetname" ); trig trigger_off(); hint setHintString( "POWER STUFF" ); flag_wait( "electricity_on" ); trig trigger_on(); hint trigger_off();
This works well, but I'm sure there are better ways to do it.
Quote
flag_wait( "electricity_on" ); // WILL FREEZE HERE TILL POWER ON trig setHintString("press and blabla to open"); trig waittill("trigger", player); // SO COULDNT POSSIBLY DO THIS
Ahms. Ok. My fault. I tested it making a debris (with the targetname - zombie_debris) KVPs and it let me buy the door. But without this targetname it should work then.
If you do it this way, and set the hintstring twice, you should use the hintstring from the perks so your not adding another hintstring towards the limit.
Code Snippet
Plaintext
SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );
You could also edit your zombiemode_blockers_new.gsc where your debris is handled. Modifying the debris_init() like this should work:
If you do it this way, and set the hintstring twice, you should use the hintstring from the perks so your not adding another hintstring towards the limit.
Code Snippet
Plaintext
SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );
You could also edit your zombiemode_blockers_new.gsc where your debris is handled. Modifying the debris_init() like this should work: