Hey folks,
I was wondering, would it be possible to deactivate an activated extension, in my case a repair_station_ext spawning 3 medics?
The extension is being activated via a toggle ability, however the medics won't be despawned, or rather, the whole extension won't be deactivated after the ability is toggled off. I tried to disable it via the end_self_actions in the abilities action_list, but appearantly there are no functions to properly deactivate an extension.
So, does anybody know, is there maybe a way?
Deactivate an activated extension (repair_station_ext)?
30 Jun 2016, 17:02 PM
#1
Posts: 84
30 Jun 2016, 21:16 PM
#2
Posts: 245
Yep also happens to me. I tried in the past to do something similar with my ambulance and I failed.
I am curious too about this if someone have an answer for this.
I am curious too about this if someone have an answer for this.
1 Jul 2016, 11:26 AM
#3
Posts: 817 | Subs: 5
It's not a solid solution, but it works for me:
I made a building with two types of extensions, engineers en medics. Each building can have one extension, so I made a second invisible building which is spawned in the first building. The players won't see the difference
Create an invisible building (or take a really small model like binoculars) with an extension and spawn and delete it with the toggle abilty. You can use the filter_action to remove the building within 1 meter so it works when you have more of the same building. The extension-members will be removed aswell when you delete the building.
I hope this helps.
I made a building with two types of extensions, engineers en medics. Each building can have one extension, so I made a second invisible building which is spawned in the first building. The players won't see the difference
Create an invisible building (or take a really small model like binoculars) with an extension and spawn and delete it with the toggle abilty. You can use the filter_action to remove the building within 1 meter so it works when you have more of the same building. The extension-members will be removed aswell when you delete the building.
I hope this helps.
1 Jul 2016, 13:12 PM
#4
Posts: 84
Sounds promising, interesting approach. In the filter action on end_self_actions of the toggle ability, which function would you use to despawn the fake entity though?
1 Jul 2016, 13:43 PM
#5
Posts: 817 | Subs: 5
I use: Trigger_critical_action > supply_drop_blow_up
This works for the model: environment\objects\market\crates_wood_open_s_01\crates_wood_open_s_01
The fake entity has the filteraction to look if it's near the real entity. Then it runs this action on itself.
This works for the model: environment\objects\market\crates_wood_open_s_01\crates_wood_open_s_01
The fake entity has the filteraction to look if it's near the real entity. Then it runs this action on itself.
PAGES (1)
1 user is browsing this thread:
1 guest
Livestreams
1 | |||||
44 | |||||
15 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.611220.735+5
- 3.35057.860+15
- 4.1110614.644+11
- 5.276108.719+27
- 6.306114.729+2
- 7.918405.694+2
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1236
Board Info
814 users are online:
814 guests
0 post in the last 24h
7 posts in the last week
34 posts in the last month
7 posts in the last week
34 posts in the last month
Registered members: 49123
Welcome our newest member, monopolygou4gm
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, monopolygou4gm
Most online: 2043 users on 29 Oct 2023, 01:04 AM