Help with triggered movers

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DW_BrainPan
DW Clan Member
Posts: 647
Joined: Thu May 31, 2007 11:00 pm

If you just spawn the redeemer once with the script it should then respawn on its own at its regular interval. I guess you want the players to have to activate it every time though to get it (so eventually you get a many petaled deemerflower).

Try this in the script (I'm paraphrasing here):

ACTION_SpawnActor --> redeemer
(in this actions settings give the actor a tag in the ActorTag field)
ACTION_WaitForTimer --> set a timetolive of your choice
ACTION_DestroyActor --> destroy the redeemer by referencing whatever tag you previously gave it
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Nelsoncarmo26
1337 Haxor
Posts: 395
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Thanks Brain pan, I shall copy and paste this for future reference, but I no longer need it this time as I decided to just create a scripted trigger in which I put two conditions in, and once both are active (one: event=platform rise, 2: event= walk into platform) then you can teleport to a secret room that i made separate from the other 4 maps.

Brainpan, please take a look at the map and see what you think.
It's called Time Travel, and I uploaded it into the topic related to it.
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