This script assumes you have two scenario_structure_bsp tags defined in your scenario, and two trigger volumes named "vol1" and "vol2". vol1 is placed at the "end" of the first BSP, and vol2 should actually be placed "before" vol1. This way, a player who would trip vol1 needs to walk through vol2 first, and vice-versa.
Also, welcome to the forums.Code:;;Variables (global short currentBSP 0) ;;Scripts (script continuous switchbsp ;;Changing from BSP 0 to BSP 1. (if (and (volume_test_objects vol1 (players)) (= currentBSP 0)) (begin (switch_bsp 1) (set currentBSP 1) ) ) ;;Changing from BSP 1 to BSP 0 (if (and (volume_test_objects vol2 (players)) (= currentBSP 1)) (begin (switch_bsp 0) (set currentBSP 0) ) ) )






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