I imagine this is possible, but will ask if there are some tips for arriving at it prior to spending hours working on it. So yeah, thanks in advance Player 1 presses button that creates a kill zone (a boundary that reduces health) around player 2. Is there a good way to pass the Activator of the script all the way to the death of the player and give Player 1 the kill? I have a cool mechanism that can be aimed, fired, and kill players, but I don't just want them to die or have it register as a -1 for them, but rather, a +1 for the responsible player. Thanks again,
Maybe when player 2 dies, have the zone despawn when the player dies and then when it despawns give a point to the activator (player 1). Not sure how exactly you would do that but I assume that's possible. If not then sorry.
thanks, but I think that would work for perhaps another application, but not the way I am doing this. In my application, there could potentially be many enemies within the "explosive" range of this killzone My setup (roughly, w/o the thing in front of me right now) A message send Alpha is initiated by player 1(via switch), which fires a canon. When canon hits ground, it triggers message send of Barvo which sets fuse of canon to explode in 2 sec. Perhaps this will work... enemy players (exclude player 1's team) get a label when they are in the damage zone. Players will label, if it kills them, adds a point to enemy team. But I want "kills" not points... make sense? That way, if the gametype happens to be Flag, and there will be LOTS of flag on this map, these "points" wouldn't alter the score of the game. Any takers? This may be a tough one, so if anyone gets me the solution, I will certainly list you in the credits for this map.
I don't think there is a way to build the canon to work this way, but if you had a movement zone or grav lift (anything that didn't register a nade to explode) inside of the canon, a player would "load" a splinter nade or regular grenade and it would launch with your projectile.
thanks. the canon creates a very large explosion, much more attractive for larger team battles, than grenades. But, I was also hoping to find a way of launching nades as a separate weapon, so thanks for that too!