LOL. Sweet Gata :swink: . Sorry, i cant see the video, because youtube answers, that the video is not available in my country. But it sounds funny :sbigsmile: .
Here is another screenshot, but i dont know something went wrong :sbigsmile: . Dont worry i have the older mesh.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466
Your right Ant :ssmile: ,
but there is no worry i have changed the position of the eye :swink: . But look at this one. I think everyone know this here :sbigsmile: .
5 from 18 rooms ready :cheers: :cheers: :cheers: .
Current size 20,1 MB
Rooms ready:
Azmodan´s Room
Honighabasi´s Room
Sacor´s Room
Franky´s Room
Naha´s Room
Main Hall
Entrance Hall
Rooms to build:
Mooke´s Room
Firestorm´s Room
Apokalypse´s Room
KingKhan´s Room
(Current there are no request for rooms. I will make 9 more rooms to complete the rooms of the mansion. The names will be chosen randomly. Maybe i will make doors and write the names of the missing members.)
The difficult part, i think is done the rooms dont need much time.
I spend to much time with Blender, but i learned much things, about this moddeling tool :swink: .
Apok@lypse wrote:Your right Ant :ssmile: ,
but there is no worry i have changed the position of the eye :swink: . But look at this one. I think everyone know this here :sbigsmile: .
5 from 18 rooms ready :cheers: :cheers: :cheers: .
Current size 20,1 MB
Rooms ready:
Azmodan´s Room
Honighabasi´s Room
Sacor´s Room
Franky´s Room
Naha´s Room
Main Hall
Entrance Hall
Rooms to build:
Mooke´s Room
Firestorm´s Room
Apokalypse´s Room
KingKhan´s Room
(Current there are no request for rooms. I will make 9 more rooms to complete the rooms of the mansion. The names will be chosen randomly. Maybe i will make doors and write the names of the missing members.)
The difficult part, i think is done the rooms dont need much time.
I spend to much time with Blender, but i learned much things, about this moddeling tool :swink: .
Something happened the map was like 21,0MB. After i was changing some rooms (no size reducing, only change textures) the size of file reduced to 20,0MB :sbigsmile: .
DW_Ant wrote:
[0]WaitForEvent
-ExternalEvent = UseTriggerButtonEvent
[1]IFRANDOMPCT
-Probability = 0.5 (for 50%) or 0.75 (for 75%)
[2]TriggerEvent
-Event = MoverTag
[3]GoToAction
-ActionNumber = 8 (mover is triggered, disable this script. Or If set this to 0 if you want this script to loop)
[4]EndSection (this is where the flow of control goes to, if the probability didn't pass. Note: If it weren't for the [3]GoToAction, even the passed probabilities will go through the next few actions after executing what's between IfRandomPCT and EndSection.)
[5]DisplayMessage (just for visual proof)
-Message = "Access denied, try again later."
[6]WaitForEvent
-ExternalEvent = SomeEventThatMustBeTriggeredAgainBeforePlayerCanAccessButtonAgain
[7]GoToAction
-ActionNumber = 0 (go to beginning)
[8]DisableThisScript
Can i put between ActionNumber[5] and [6] a Triggerevent "Movebuttons inside the wall" so the WaitForEvent will be the same as the Triggerevent.
For example:
[5]DisplayMessage (just for visual proof)
-Message = "Access denied, try again later." [6]TriggerEvent = "Movebuttons inside the wall"
[7]WaitForEvent
-ExternalEvent = "Movebuttons inside the wall"
[8]WaitForTimer = 60 [9]GoToAction
-ActionNumber = 0 (go to beginning)
[10]DisableThisScript
DW_Ant wrote:
[0]WaitForEvent
-ExternalEvent = UseTriggerButtonEvent
[1]IFRANDOMPCT
-Probability = 0.5 (for 50%) or 0.75 (for 75%)
[2]TriggerEvent
-Event = MoverTag
[3]GoToAction
-ActionNumber = 8 (mover is triggered, disable this script. Or If set this to 0 if you want this script to loop)
[4]EndSection (this is where the flow of control goes to, if the probability didn't pass. Note: If it weren't for the [3]GoToAction, even the passed probabilities will go through the next few actions after executing what's between IfRandomPCT and EndSection.)
[5]DisplayMessage (just for visual proof)
-Message = "Access denied, try again later."
[6]WaitForEvent
-ExternalEvent = SomeEventThatMustBeTriggeredAgainBeforePlayerCanAccessButtonAgain
[7]GoToAction
-ActionNumber = 0 (go to beginning)
[8]DisableThisScript
Can i put between ActionNumber[5] and [6] a Triggerevent "Movebuttons inside the wall" so the WaitForEvent will be the same as the Triggerevent.
For example:
[5]DisplayMessage (just for visual proof)
-Message = "Access denied, try again later." [6]TriggerEvent = "Movebuttons inside the wall"
[7]WaitForEvent
-ExternalEvent = "Movebuttons inside the wall"
[8]WaitForTimer = 60 [9]GoToAction
-ActionNumber = 0 (go to beginning)
[10]DisableThisScript
Apo :sbigsmile:
Yes, you can. You just got to make sure that you update your 'GoToAction' actions. If you jump back to element [3], it says go to action number 8. This means that it'll jump to action 8 (WaitForTimer) then after the 60 seconds, it'll jump to action 0 at the beginning. If you change that 8 to a 10, it'll jump to the Disable This Script action (stopping the trigger all together).
One thing you should know about scripted triggers. Players can glitch the wait for timers by tapping the use trigger too quickly. If you have difficulty with this glitch, I have a simple fix for that. If you want a simple tutorial in how to fix this glitch, I'll type one up for ya. It'll be no hassle for me, I just don't want to go off topic if you don't need it.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will. FFE466