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Posted: Thu Jan 03, 2008 2:41 pm
by bernie
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.

Posted: Thu Jan 03, 2008 2:46 pm
by vrageprogrammer
hey bernie, the script seems to be working, because I added a message entity in the game which uses the trigger.
It works.
But the Level Change Doesn't work.

Posted: Thu Jan 03, 2008 2:55 pm
by bernie
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.