Within the my game, players have to complete some objectives one such objective is Defending a door with a Spark particle effect slowly moving up the door (as if the players are sawing the door open). I need the objective to force players within a boundary as the spark travels up the door. If all players leave the boundary then the spark will despawn and reset position and start again when a player is within the boundary. The problem I am facing is when the spark is started, I have the time it takes to travel up the door at 10s, the door will despawn after 10s, whether there are players in the boundary or not. The spark will despawn and respawn as designed but, the timer continues to tick even when reset. I would like to use the Continuous function (Script will activate as long as there's a player within the boundary), but I don't know how to implement it. ScriptBrain (w/Boundary) Script1: Condition: Boundary: Check Check: Enter Filter: Players Repeat: 0.05 Do... Action1: Power: Set Channel: sierra State: On Transfer: ACTIVATOR Script2 Condition: Boundary: Check Check: Exit Filter: Players Repeat: 0.05 Do... Action1: Power: Set Channel: sierra State: Off Transfer: ACTIVATOR Spark Script1: Condition: Power: Check Channel: sierra State: On Do... Action1: Spawn Force: On Action2: Move: Offset X: 0 Y: 0 Z: 8.50 Local: Off Time: 10.00 Action3: Message Send <-------[This Despawns the door] Channel: Romeo Script2 Condition: Power: Check Channel: sierra State: Off Do... Action1: Despawn Action2: Position/Rotation Reset Time: 0 Reset Velocity: On Position: On
I made a prefab called "door" that works for what you want to accomplish. Just download it here so you can see how the scripting should work. Just set the movements to the exact measurement you need though. Hope this helps
I'm not necessarily looking for a door, I just need a way to tether a boundary to the door that will open when the players stay within the boundary with a certain amount of time and progress will restart when there are no players in the boundary.
Yeah I know you don't need to use the door itself. I just scripted one so you could see the boundary function of it