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Re: Help with triggered movers

Posted: Sun Jan 17, 2010 12:57 am
by DW_BrainPan
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

Re: Help with triggered movers

Posted: Sun Jan 17, 2010 7:26 am
by Nelsoncarmo26
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.