Change a component state of an Entity

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KhellQc
Posts: 25
Joined: Sat Nov 15, 2014 11:15 pm

Change a component state of an Entity

Post by KhellQc »

Hey guys,



Current setup
A floor_trigger that on activate starts a Timer which activate every second a Fire_trap_rune Spawner
and then the floor_trigger on deActivate stops it

What I want
After 30 seconds, I want it to be in-actionable as if there was nothing there

My solution
I was thinking maybe get a Timer to turn on the *disableself feature on the Spawner


My question
How would you script that or/ What do you suggest
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QuintinStone
Posts: 72
Joined: Sat Nov 01, 2014 9:58 pm

Re: Change a component state of an Entity

Post by QuintinStone »

make a delayedCall to disable the spawner
or the floor trigger also triggers a 2nd timer object that waits 30 seconds and then disables the spawner (and itself)
Crypt of Zulfar
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