Lt. Commander
Join Date: Dec 2007
Posts: 120
Hi all. Thanks to Leviathan99 and LordOfPit on this one. It's kind of a crazy workaround, and you have to trust the intelligence of the npcs. But, it seems pretty reliable. Please leave feedback:

How to use mobs of npcs as timers for triggers:

http://starbaseugc.com/index.php/sto...part-7-timers/
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-13-2011, 11:12 AM
Pretty insane way of managing triggers to be a timer. Pretty crude stuff but hey it gets the job done!

It's funny, I've had trouble with triggers reacting immediately upon player spawn, etc which has generated some problems in the latest mission I'm doing... I'm surprised that the action in the back room happens so well while the player is off screen,
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-13-2011, 11:23 AM
Quote:
Originally Posted by RogueEnterprise View Post
Pretty insane way of managing triggers to be a timer. Pretty crude stuff but hey it gets the job done!

It's funny, I've had trouble with triggers reacting immediately upon player spawn, etc which has generated some problems in the latest mission I'm doing... I'm surprised that the action in the back room happens so well while the player is off screen,
Yep, it's pretty crude, lol. I think the action happens so smoothly offscreen because the pushpins trick the engine into thinking the stuff is happening in engineering. That's my guess, at least. Thanks for watching.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-13-2011, 12:57 PM
Wow. Good thing I found this tutorial. It's not exactly a timer i need for my mission, but the mechanics might help me salvage a feature I couldn't make work so far.
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