As increases, the reference's position will move around the player in an anti-clockwise direction. determines the reference's position relative to the players.Set fRelativePos to player.GetPos Z - * sin fAngle If should be determined by where the player is looking, this should be used: set fAngle to player.GetAngle X The higher this is, the further above the player's feet the reference will appear. determines the reference's z offset from the player's feet. ![]() Set fRelativePos to player.GetPos X + * sin fAngle Set fRelativePos to player.GetPos Y + * cos fAngle If you want the Activator to do something else not been reset, the activator won't do anything ![]() If the button has been pressed before and has variable type short named "Isactivated" and delete this line: To create a Global Variable, Go to Global and create a script won't be usable while a Door is open. Then, all buttons which use a copy of this solved by creating a Global Variable instead of using Isactivated. and activate both at a small interval), it can be A timing issue can be created(if you place two or more activators It uses Persistent Reference of the doors, so you'll need one Then, for each second, one or more Doors will be ![]() Once you press the button, Isactivated will set to 1, so pressing the button again won't do anything until Reset is 0 This script is used to make timed doors, elevators, etc. To be placed on an activator, Uses Persistent References to design Objects. If Player.GetIsSex gender Place male,female where it says Gender. To be placed on an door, or container, Uses your gender (Male, Female) to unlock a the door, container. Example UDF Scripts also has some useful scripts.2.9 Simulating Global Functions in your Mod.2.4 Ground area mark that follows the crosshair.
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