#(BJuled) Proximity Triggers & Code Order

22 messages · Page 1 of 1 (latest)

ripe violet
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If I write a step in an assignment and add a proximity trigger, would the trigger interrupt any preceding code?

EXAMPLE, if I write...
step_a:

  • chat stuff and other code lines here
  • kill player
    proximity trigger:
    enter: (add script for entry)

Will the proximity triggered script stop it from executing "kill player"?

fallen cairnBOT
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(BJuled) Proximity Triggers & Code Order

fallen cairnBOT
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ripe violet
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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.

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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.

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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.

novel cargo
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!tias

static heartBOT
# novel cargo !tias
Info: 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.

vast eagle
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and just check if the relevant player is_in that list whenever the loop runs

peak wigeon
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Couldn't you just check how far away from the NPC the player is in the script that kills him?

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!t LocationTag.distance

static heartBOT
white runeBOT
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@ripe violet