| Author |
Message |
Casey Neumiller Gamorrean
Joined: 24 Sep 2003
|
Posted: Sep 15, 2004 16:52 Post subject: Triggers and such |
|
|
Alright, I'm working on some down-and-dirty INF stuff, but I've ran into a problem: I need a dummy elevator to be sent to its next stop when an enemy logic becomes active in a different sector. (E.g. detects the player and starts shooting.) What's the most efficient way to accomplish this?
|
|
Casey Neumiller Gamorrean
Joined: 24 Sep 2003
|
Posted: Sep 15, 2004 20:42 Post subject: |
|
|
I figured out a way that works for me. Not sure if it will work in every situation, but it works for me.
Instead of using the event_mask: fire, I used event_mask: enter and exit sector, and sent the entity_mask: weapon. It works for me!
|
|
Nottheking Kell Dragon
Joined: 29 Sep 2003
|
Posted: Sep 15, 2004 21:37 Post subject: |
|
|
I thought I posted something that was, in efect, the solution you figured out, but it seems that I haven't... Perhaps I'm so tired, I dreamed that I posted on this thread...
_________________ Wake up, George Lucas... The Matrix has you.. |
|
|