well with a bit of basic setup you can create basic versions already
to do it with health loss is very easy just use
kill_player_zone.lua
function kill_player_zone_init(e)
end
function kill_player_zone_main(e)
if GetPlayerInZone(e) == 1 then
PromptDuration("Restricted area!",1500)
HurtPlayer(e,g_PlayerHealth)
end
end
function kill_player_zone_exit(e)
end
and attach the script to any zone you need to place in areas that will kill the player on entry
------------------
without health loss it's a bit less specific but with clever level design you can make it work
use this script on the zones to teleport the player back to the location set in the zone's ifused field
block_zone.lua
function block_zone_init(e)
end
function block_zone_main(e)
if GetPlayerInZone(e) == 1 then
PromptDuration("You were moved back to the playable area",1500)
TransportToIfUsed(e)
end
end
function block_zone_exit(e)
end
my setup is very simple as you can see in the video/picture but it works without any need for extra scripting and such
(only issue is if you hit a checkpoint and then go back to a previous zone it will still take you back to the start marker because that's where they are set to take you, can't change that yet but maybe eventually we will get the ability to change the ifused field from script)
life\'s one big game
windows vista ultimate
i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11