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Reset Triggers Upon Death?
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W10607059 Offline
Junior Member

Posts: 11
Joined: Feb 2012
Reputation: 0
Post: #13
RE: Reset Triggers Upon Death?

(04-09-2012 12:08 AM)Mackiiboy Wrote:  
(04-08-2012 10:50 PM)W10607059 Wrote:  How do I remove it on the condition that the player dies?
.
Ya'll just put in a RemoveTimer as JetlinerX said, into the DeadFunc.
I'll copy the old stuff I wrote so it will be easier for you to see what I mean.

void OnStart()
{
AddEntityCollideCallback("Player", "YOUR_AREA", "YOUR_FUNC", false, 1);
}

void YOUR_FUNC(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("YOUR_AREA", false);
CheckPoint("name_of_your_checkpoint", "Spawn_Area", "DeathFunc1", "DeathHint", "DescriptionOne");
}

void DeathFunc1(string &in asName, int alCount)
{
SetEntityActive("YOUR_AREA", true);
RemoveTimer("YOUR TIMER'S INTERNAL NAME"); <----------If the player dies, the timer will be removed.
}


haha you guys are so smart and im so stupid. Thanks for the help!
04-09-2012 06:12 PM
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Messages In This Thread
Reset Triggers Upon Death? - W10607059 - 04-07-2012, 01:50 AM
RE: Reset Triggers Upon Death? - Statyk - 04-07-2012, 02:01 AM
RE: Reset Triggers Upon Death? - W10607059 - 04-07-2012, 09:45 PM
RE: Reset Triggers Upon Death? - Mackiiboy - 04-07-2012, 10:24 PM
RE: Reset Triggers Upon Death? - W10607059 - 04-07-2012, 11:05 PM
RE: Reset Triggers Upon Death? - Mackiiboy - 04-07-2012, 11:34 PM
RE: Reset Triggers Upon Death? - W10607059 - 04-07-2012, 11:47 PM
RE: Reset Triggers Upon Death? - Mackiiboy - 04-08-2012, 12:01 AM
RE: Reset Triggers Upon Death? - W10607059 - 04-08-2012, 03:39 AM
RE: Reset Triggers Upon Death? - JetlinerX - 04-08-2012, 08:50 PM
RE: Reset Triggers Upon Death? - W10607059 - 04-08-2012, 10:50 PM
RE: Reset Triggers Upon Death? - Mackiiboy - 04-09-2012, 12:08 AM
RE: Reset Triggers Upon Death? - W10607059 - 04-09-2012 06:12 PM



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