33 lines
1.2 KiB
Text
33 lines
1.2 KiB
Text
|
#include "../common/header.ds"
|
||
|
output "p:/base/ds/tsr1"
|
||
|
|
||
|
|
||
|
|
||
|
local entity stallshooter // the guy who will shoot the stall
|
||
|
local entity breakstall // the breakable brush for the stall
|
||
|
local entity originalwall // the func wall that needs to be removed
|
||
|
local entity stall_playerfind // the target that the stall guy will shoot at
|
||
|
local int sig1
|
||
|
|
||
|
stallshooter = find entity with targetname "stallshooter" // \
|
||
|
breakstall = find entity with targetname "breakstall"
|
||
|
originalwall = find entity with targetname "originalwall"
|
||
|
stall_playerfind = find entity with targetname "stall_playerfind"
|
||
|
|
||
|
// use entity stallshooter // spawns the guy in
|
||
|
|
||
|
if stallshooter.health > 0
|
||
|
|
||
|
use entity originalwall // this should remove the func_wall
|
||
|
animate entity stallshooter performing action STD_F_FWD_S_2 targeting entity stall_playerfind signaling sig1 //breakstall // this should get the guy to fire and break the brush
|
||
|
wait .1 seconds
|
||
|
use entity breakstall // should trigger the stall to break no matter what, lets hope this fixes a bug
|
||
|
wait for all clearing sig1
|
||
|
|
||
|
|
||
|
endif
|
||
|
|
||
|
|
||
|
reset ai for entity stallshooter
|
||
|
animate entity stallshooter performing action SCRIPT_RELEASE
|
||
|
exit
|