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Control Script more problems Observer::onTrigger
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Swollow:
When a player becomes controlled these things occur to the controlled player


--- Code: ---%Target.Camera.setMode("Corpse",%Target.player);
%Target.Controlled = 1;
--- End code ---

I need to disable the ability to click while in observer when controlled so I do this


--- Code: ---package SwollowMain
{
        function Observer::onTrigger(%this,%obj,%trigger,%state)
{
if(%this.Controlled)
{
return;
}
                else
                {
       Parent::onTrigger(%this,%obj,%trigger,%state);
                }
}
};
ActivatePackage("SwollowMain");

--- End code ---
but you can still click while in camera mode while controlled
otto-san:
you have to set the control object to their player
Swollow:

--- Quote from: otto-san on January 13, 2012, 11:01:36 PM ---you have to set the control object to their player

--- End quote ---
/facepalm
thanks a lot didn't notice that but that doesn't fix the camera problem?
Space Guy:
You set the "Controlled" variable on %target (I assume a client object) then test for it on the Observer datablock.

%Target.Camera.Controlled = 1;
if(%obj.Controlled)
Chrono:
While working on a script, I actually happened to accidentally make an exact match of the observer::ontrigger command.

--- Code: --- function Observer::onTrigger(%data,%this,%trigger,%val)
{
%this.client = %this.getControllingClient();
if(%trigger == 0 && %val && %this.isOrbitMode())
{
if(isObject(%this.client.player) && %this.client.player.getDamagePercent() < 1.0)
%this.client.setcontrolobject(%this.client.player);
else if(!isObject(%this.client.minigame) || (getSimTime()/1000 > (%this.client.deathTime+%this.client.minigame.respawnTime)/1000))
%this.client.spawnPlayer();
}
}
--- End code ---
Pretty sure this is what the default code is. Do whatever you want with it.

The only thing I forgot is that normal players are supposed to have a 1 second respawn time when not in a minigame.
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