8,452
edits
Paradox-01 (talk | contribs) m (ONSK can be a fake name) |
Paradox-01 (talk | contribs) m (typos/mistakes) |
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} | } | ||
func | func targets_are_gone | ||
{ | { | ||
trigvolume_enable tv75 0 | trigvolume_enable tv75 0 | ||
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;Explanation: | ;Explanation: | ||
Player enters the TV, "targets_gone" gets triggered. The variable "inside_target_function" should be 0 be default, so we are entering now the first if statement. Next, we can assume that the player didn't destroy all glass objects, so "num_broken" will be less than 18: "targets_are_not_gone" gets | Player enters the TV, "targets_gone" gets triggered. The variable "inside_target_function" should be 0 be default, so we are entering now the first if statement. Next, we can assume that the player didn't destroy all glass objects, so "num_broken" will be less than 18: "targets_are_not_gone" gets called. | ||
The TV function "targets_gone" would be triggered every frame but "targets_are_not_gone" increases the pause between checks: The TV gets deactivated for 60 frames. Then the TV becomes enabled again and will start anew until all glass objects got destroyed or | The TV function "targets_gone" would be triggered every frame but "targets_are_not_gone" increases the pause between checks: The TV gets deactivated for 60 frames. Then the TV becomes enabled again and will start anew until all glass objects got destroyed or player left the TV. | ||
Unnecessary "targets_gone" functions will do nothing because "inside_target_function" was set to 1 by the first one. | Unnecessary "targets_gone" functions will do nothing because "inside_target_function" was set to 1 by the first one. | ||
" | "targets_are_gone" eventually disables the TV to prevent memory overflow, the function contains also all things "[...]" that you want to happen after the glass target broke. | ||
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| <Animation Name="..."> | | <Animation Name="..."> | ||
| link | | link | ||
| | | File path to *.dae file. | ||
|- | |- | ||
|valign="top"| <Flags> | |valign="top"| <Flags> |
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