@ Lee
Thanks for ask about.
That's should be an isolate case; honestly does no try with stock one yet.
In fact this is only aestetic way, looks better with the player freeze, but does not very important, since player dies, even if he is moving around the room, (if armed of course).
If I do:
"if PlayerDist<150 then
FreezePlayer()"
All the rest of the code plus all the scene freeze with the player, so it does not get the line telling "UnFreezePlayer()", so it keeping freeze for ever, till I press "ESC".
However if I place "FreezePlayer()" after transport player codelines, so, does nothing, all the the scene run fine, except the player does not freeze, like in the video above.
@ DVader
Quote: "For instance, say your original code checks a distance to start, it may be causing you issues when you transport to the new position as you are no longer within distance. Or if the distance is too far, it may be out of range of the original script and so not run"
There are 2 scripts.
1- attached to a trigger zone (point A)
a- Transport player from point A to point B.
b- Spawn skeleton
c- Run skeleton anim
d- Play skeleton sound (if any)
e- Activate "Point B"
f- Determine if player is armed, and store value in a global var (plrHasWeapon=1)
2- attached to a item (point B)
a- Execute actions accordingly with "plrHasWeapon" var value.
1a- If armed, player died, otherwise, player is transported to "point C", (the next level)
1b- hide skeleton
1c- stop anims
d- stop sounds
e- "UnFreezePlayer", (if needed).
Quote: "Set to always active is useful in this regard."
I've tried with not to avail, even I've trid to activate it via script, but it looks like "Activate" command just work with the caller itself, In other words, if a barrel call "Activate(e,v) command, this just activate these barrel, you can not does ie: Activate(e,5), so, do nothing, at least for me.
Thanks a lot for the tip.
3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz
OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics