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Re: Force Fields

Posted: Tue Nov 25, 2008 6:31 pm
by Maveritchell
Tourny wrote:case closed.
Case not closed, I'd sure like to know what the problem was before/what you changed.

Re: Force Fields

Posted: Tue Nov 25, 2008 10:08 pm
by Tourny
I'm not sue what it was exactly. It was probably the names. I took your tutorial as something to go on and then pieced together my own version from the scripting guide:

OnObjectKill(function(object, killer) if GetEntityName(object) == "panel" then KillObject("forcefield") end end)

OnObjectRepair(function(object, repairer) if GetEntityName(object) == "panel" then RespawnObject("forcefield") end end)

I don't really see the difference except that I couldn't find the "PlayAnimation" Command in the guide. So instead I rigged it to kill.

Re: Force Fields

Posted: Tue Nov 25, 2008 10:11 pm
by Maveritchell
That works too, but it verifies that the problem was with the animation. I can't tell, but there was probably something wrong with the setup. And the animation .lua guide (what little of it there is) is at the end of the animation doc in the BF2_modtools documentation.

Re: Force Fields

Posted: Wed Nov 26, 2008 11:20 pm
by Tourny
Um... Am I supposed to say something else now?