linking to target

Have questions about CoD/UO mapping that aren't covered in the tutorials section? Post here!

Moderator: Core Staff

Post Reply
creator
CJ Worshipper
CJ Worshipper
Posts: 492
Joined: July 6th, 2006, 11:37 pm
Location: The Netherlands
Contact:

linking to target

Post by creator » November 3rd, 2006, 4:21 pm

how does the 'linking' work? like used in fun_fair, cmon luke i know that u know how it works :P
Cod 1 Mapper&Modder&Moddeler

User avatar
Drofder2004
Core Staff
Core Staff
Posts: 13315
Joined: April 13th, 2005, 8:22 pm
Location: UK, London

Post by Drofder2004 » November 3rd, 2006, 5:58 pm

Select entity A, then select entity B (target)
Press W (CoD2)
(Not sure what it is for CoD)...

The target than can be called via script using...

entityA.target
Image
Virgin Media 20Mb Broadband:
"Perfect for families going online at the same time, downloading movies, online gaming and more."
Borked internet since: 22-07-2010

creator
CJ Worshipper
CJ Worshipper
Posts: 492
Joined: July 6th, 2006, 11:37 pm
Location: The Netherlands
Contact:

Post by creator » November 3rd, 2006, 6:07 pm

hmm yeh but i need cod1, and what i need to make? a script_origin with targetname? and a trigger with targetname then only scripting or more/something else
Cod 1 Mapper&Modder&Moddeler

All-Killer
CJ Worshipper
CJ Worshipper
Posts: 383
Joined: December 16th, 2005, 6:38 pm

Post by All-Killer » November 4th, 2006, 10:34 am

In cod1 its jusp ctrl+k = w. Its just like with singleplayer
Image

creator
CJ Worshipper
CJ Worshipper
Posts: 492
Joined: July 6th, 2006, 11:37 pm
Location: The Netherlands
Contact:

Post by creator » November 4th, 2006, 2:09 pm

no.. not targetname and target... but like in funfair.. u be in the cart but cant move out untill u bash
Cod 1 Mapper&Modder&Moddeler

Luke
Past/Inactive Team Member
Past/Inactive Team Member
Posts: 1774
Joined: May 31st, 2005, 12:42 am
Location: Cornwall, UK

Post by Luke » November 4th, 2006, 2:45 pm

What are you trying to make? to get the player into the carriages the linkto function was used, and this is used to exit:
if(self MeleeButtonPressed())
{
self unlink();
}
}

Targets aren't required for this.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests