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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
ShootTrigger(){
shoot = getentarray("shoot_door", "targetname");
requiredWeapon = "none"; //change to weapon specific name
for(trig=0;trig<shoot.size;trig++){
door = getentarray(shoot[trig].target, "targetname");
for(d=0;d<door.size;d++){
door[d] thread TrigAction(shoot[trig],requiredWeapon,"door"); //change for other action
}
shoot[trig] thread TrigAction(shoot[trig],requiredWeapon,"sound"); //change for other action
}
}
TrigAction(trig,requiredWeapon,action){
while(1){
trig waittill("trigger", player);
weapon = player getcurrentweapon();
if(requiredWeapon == "none" || weapon==requiredWeapon){
break;
}
wait(.1);
}
if(action=="door"){
move = (0,0,100);
if(isdefined(self.script_vector)){ //adjust in radiant or the door will just move up 100
move = self.script_vector;
}
speed = 1;
self moveto(self.origin + move,1);
self ConnectPaths();
trig delete();
wait(1);
// self delete(); //if you want to delete the door after it moves
}else if(action=="sound"){
play_sound_at_pos("door_slide_open", self.origin);
}
// else if(action=="other"){ //un-comment these lines and add your own action for something if you want
// //do something else, and so on
// }
}