I've got a question about the PysicsVolume in the map AS-Grandcanyon(rc6bis), the screenshots is below.
This volume either moves or becomes inactive after the generator in the previous building is destroyed, but how? I can't see any scripted triggers for it, or anything in the volume's properties about it...
I've tried it using the tutorial in the following link:
http://www.hazelwhorley.com/tutorials/m ... lumes.html
but i cant get further than step 3, because then i get this shit:
Áƒ*ž€ @ ³ { KG>ŒcÒF·³’7…ÎJl None
MyComboInvis bCauseConvulsions MaleSuicide FemaleSuicide DeathString failedmymap Class Package TextBuffer Object XGame Crushed Engine ComboInvis Core
MyPackage ß c//=============================================================================
// failedmymap.
//=============================================================================
class failedmymap extends Crushed
abstract;
Þ i//=============================================================================
// MyComboInvis.
//=============================================================================
Class MyComboInvis extends ComboInvis;
function StartEffect(xPawn P)
{
P.SetInvisibility(60.0);
}
function StopEffect(xPawn P)
{
P.SetInvisibility(0.0);
}
… „ ]%o got pwned by %k. ]%o Failed Billa's map!.. ]%o Failed Billa's map!.. Ó ‡ „ ÿÿÿÿÿÿÿÿ ÿÿÿÿ
øÿÿÿ úÿÿÿ
ƒ 4 nzƒ 4 th … $ Z\ ‡ $ Ev
So can anyone help me, i need it for my map...
Moving Volume
- KimiRäikkönen
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- Azarael
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Re: Moving Volume
As previously told, you need a volumetrigger to trigger a volume.
- KimiRäikkönen
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Re: Moving Volume
Triggers -> VolumeTrigger
- KimiRäikkönen
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Re: Moving Volume
and then what? set the event of the volumetrigger to the tag of the volume, does that turn it on or off?
┌∩┐(◣_◢)┌∩┐
- Azarael
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Re: Moving Volume
Yes. Only VolumeTriggers can trigger Volumes.
- shadownoon
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