#(BJuled) Proximity Triggers & Code Order
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(BJuled) Proximity Triggers & Code Order
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For more detail, I'm making a minigame-style quest for personal use. In it, the player is asked if they will help out an npc.
If the player tries to just walk away, the npc starts panicking and warning them to come back, then attacks the player.
However, if the player returns to the proximity radius before the kill command runs, then I want the npc to calm down and it'll zap to a certain step.
I just want to check if the proximity trigger (as shown in my previous example) would interrupt the preceding code and stop kill player from being run.
Or is there a better method for this?
The main thing is that I want to sort of count down and then run "kill player", but if they return to the npc at any point then the countdown stops and the dialogue resumes.
!tias
Try it and see!
If somebody pulled this up for you, you're probably asking a question of the public channel that's easier and faster to figure out by just attempting your idea in-game and looking at the result of that attempt.
best way I see off the top of my head to do this would be to have a running flag of players in the NPC's radius
and just check if the relevant player is_in that list whenever the loop runs
Couldn't you just check how far away from the NPC the player is in the script that kills him?
!t LocationTag.distance
Returns the distance between 2 locations.
math
ElementTag(Decimal)
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