AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Scripting Help (https://forums.alliedmods.net/forumdisplay.php?f=11)
-   -   blocks (https://forums.alliedmods.net/showthread.php?t=249986)

Fuck For Fun 10-15-2014 20:38

blocks
 
It is possible, in Base Builder block that CT did not put blocks the exit of the Zombies?

According Map - orgin?

Decak 10-16-2014 04:56

Re: blocks
 
Yeah, but this is difficult.

HENNESSY 10-16-2014 09:09

Re: blocks
 
Quote:

Originally Posted by Decak (Post 2211644)
Yeah, but this is difficult.

You're right, it is difficult. but i made it though :)

i'll search for it.

.Dare Devil. 10-16-2014 09:12

Re: blocks
 
I think that it doesn't have to be that precise, perhaps you can just check the distance between every player and if its too close then make that block inactive or block the way of moving it there.

GuskiS 10-16-2014 10:54

Re: blocks
 
Get that exit door bounding origin and filter if user is setting blocks near it (by some range).

Decak 10-16-2014 15:01

Re: blocks
 
Do something like 'WalkGuard' plugin.

Natsheh 10-18-2014 07:49

Re: blocks
 
just check if it near the entity "func_door" when prepare time is done, if it is move block away!.....


All times are GMT -4. The time now is 17:44.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.