Code: Show/Hide [Misc]
; set this as low as 20 to get better response times RegionCheckInterval = 50 [regiontriggers] TriggerN-RegionName = regionname ; the following are all optional TriggerN-EnterMessage = enter TriggerN-LeaveMessage = leave TriggerN-EnterSound = 0 TriggerN-LeaveSound = 0 TriggerN-EnterShipReset = 0 TriggerN-LeaveShipReset = 0 TriggerN-EnterPrize = prize [, count] TriggerN-LeavePrize = prize [, count] TriggerN-EnterWarpTo = x, y TriggerN-LeaveWarpTo = x, y TriggerN-EnterObjon = 0 TriggerN-LeaveObjon = 0 TriggerN-EnterObjoff = 0 TriggerN-LeaveObjoff = 0 TriggerN-Target = 0 (0=player, 1=arena, 2=player team, 3=enemy teams) ; use this to toggle ServerControlled objects on when a player enters an arena ; this is useful if you are simulating roofs of buildings InitialN-Objon = 0 |
Code: Show/Hide [Misc]
RegionCheckInterval = 20 [regiontriggers] Trigger0-RegionName = ship Trigger0-EnterMessage = You now are in the shark! Trigger0-EnterSound = 34 Trigger0-EnterSetShip = 7 Trigger0-Target = 0 |
Code: Show/Hide ; SetShip: use 1-8 (wb-shark), 9=spec
TriggerN-EnterSetShip = 0 TriggerN-LeaveSetShip = 0 ; IncShip: if positive, ship will be incremented ; example: IncShip=1, warbird enters and gets set to javelin, javelin enters and gets set to spider, etc ; example2: IncShip=2, warbird -> spider, javelin -> leviathan, etc ; if negative ship is decremented, shark -> lancaster, etc ; this will not spec players and you can't decrement less than warbird TriggerN-EnterIncShip = 0 TriggerN-LeaveIncShip= 0 |
tcsoccerman wrote: |
I found an improvement . lol, anyways, a way to record what ship they have, the enter a region and change ships, they leave the region and get back in the ship they wre in before. possible? |
Code: Show/Hide typedef struct ShipData
{ int previousShip; int currentShip; } ShipData; local int playerKey; |
tcsoccerman wrote: |
when you have you're prizing triggers, with #'s, what is that going by, what does each # correspond with(what prize) ty. |
Animate Dreams wrote: |
Lol, just check defs.h(in with the other includes), |
Code: Show/Hide #define PRIZE_BOUNCE 10
; no bouncing bullets inside region (prize 10) Trigger5-RegionName = prize1 Trigger5-EnterPrize = -10 Trigger5-LeavePrize = $(PRIZE_BOUNCE) |
Code: Show/Hide #define WEEKEND
Kill:JackpotBountyPercent = 1000 #ifdef $WEEKEND Kill:JackpotBountyPercent = 2000 #endif |