Low death barriers and bounces
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low death barrier funcionts i found are glitched and u instant die inside the map, and i dont find how to enable pre-patched bounces, if anyone knows how to solve one of these two i would apreciatte.
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i found bounces, i just need help for low death barriers this is the code i got in the forum:
manageBarriers() { currentMap = getDvar( "mapname" ); switch ( currentMap ) { case "mp_bridge": //Detour moveTrigger( 950 ); break; case "mp_hydro": //Hydro moveTrigger( 1000 ); break; case "mp_uplink": //Uplink moveTrigger( 300 ); break; case "mp_vertigo": //Vertigo moveTrigger( 800 ); break; default: // Allmaps moveTrigger( 150 ); return; } } moveTrigger( z ) { if ( !isDefined ( z ) || isDefined ( level.barriersDone ) ) return; level.barriersDone = true; trigger = getEntArray( "trigger_hurt", "classname" ); for( i = 0; i < trigger.size; i++ ) { if( trigger[i].origin[2] < self.origin[2] ) trigger[i].origin -= ( 0 , 0 , z ); } } -
i found bounces, i just need help for low death barriers this is the code i got in the forum:
manageBarriers() { currentMap = getDvar( "mapname" ); switch ( currentMap ) { case "mp_bridge": //Detour moveTrigger( 950 ); break; case "mp_hydro": //Hydro moveTrigger( 1000 ); break; case "mp_uplink": //Uplink moveTrigger( 300 ); break; case "mp_vertigo": //Vertigo moveTrigger( 800 ); break; default: // Allmaps moveTrigger( 150 ); return; } } moveTrigger( z ) { if ( !isDefined ( z ) || isDefined ( level.barriersDone ) ) return; level.barriersDone = true; trigger = getEntArray( "trigger_hurt", "classname" ); for( i = 0; i < trigger.size; i++ ) { if( trigger[i].origin[2] < self.origin[2] ) trigger[i].origin -= ( 0 , 0 , z ); } }Sprxf where do i put this? is it a gsc script?
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yes its a script
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