Originally Posted by
AccadaccA
Doesn't it just rip the fork out of ya nightie? lol
I mean the complex part being the multi-level elevator works flawlessly (floor-by-floor or express) but a simple brush sliding from A to B just isn't happening.
Same map, same script, same method applied.
Unfortunately "moveleft 64" and "moveright 64" still didn't cut it.
Admittedly I tried this on yet another map, my most current one which requires a jail gate to slide shut upon a multiple trigger.
I'll be honest and say that I don't like to use those move methods (including "movesouth 64" & "movenorth 64", etc) because when the thread is set by a trigger it can be triggered multiple times moving your object further than anticipated.
Of course you can add the line "nottriggerable" to some applications but only if they return to the starting position, before making them "triggerable" again. Otherwise the next player to walk through the trigger will make it move even further.
Where as waypoints and scrip_origins have set coordinates to move to without room for error by multi triggering... rather than step left, step left, step right, line dancing to "Nutbush City Limits" or "The Rocky Horror Picture Show". lol
They were worth a shot though. Thanks. (perhaps a jello shot) lol
I'll give it a go deleting and re-entering the target names... a kazillion times.
With my luck, they might work if I change the target names to something totally irrelevant and stupid like "YoMumma". lol