Try using ActivateTrigger("Change");
in at the start of your LowLevel("HidePawn"); routine
like this:
HidePawn[()
{
ActivateTrigger("Change");
etc...
etc...
}]
and comment out the SetEventState("Change",true); from the Die routine
that should make it work.
need help with a script
- vrageprogrammer
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SetEventState(...) doesn't always work but can be in High or Low level routines whereas ActivateTrigger(...) always works but needs to be in a LowLevel routine. The buisiness of HighLevel and LowLevel routines is difficult at the best of times and can get quite messy but you just can't mix the commands.