-------------------------------------------------------------- -- Battle instance Activators single and multiple player -- created by Trent -- updated mrb... 5/4/10 -------------------------------------------------------------- -------------------------------------------------------------- -- Sent when a player enter/leave a Proximity Radius -------------------------------------------------------------- function onProximityUpdate(self, msg) local playerID = GAMEOBJ:GetControlledID():GetID() -- check to see if we are the correct player if playerID ~= msg.objId:GetID() then return end -- send the correct UI message if (msg.status == "ENTER") then end end -------------------------------------------------------------- -- Spawn Temp FX Rings -------------------------------------------------------------- function onRenderComponentReady(self, msg) local Markpos = self:GetPosition().pos local Markrot = self:GetRotation() RESMGR:LoadObject { objectTemplate = 10068 , x = Markpos.x , y = Markpos.y - 4 , z = Markpos.z ,rw = Markrot.w , rx = Markrot.x, ry = Markrot.y , rz = Markrot.z, owner = self }; RESMGR:LoadObject { objectTemplate = 10068 , x = Markpos.x , y = Markpos.y - 8 , z = Markpos.z ,rw = Markrot.w , rx = Markrot.x, ry = Markrot.y , rz = Markrot.z, owner = self }; end -------------------------------------------------------------- -- ON CLIENT USE check Missions -------------------------------------------------------------- function onClientUse(self,msg) local player = msg.user player:DisplayMessageBox{bShow = true, imageID = 1, callbackClient = self, text = "Exit?" , identifier = "Exit"} end function onMessageBoxRespond(self,msg) local player = msg.sender if msg.iButton == 1 and msg.identifier == "Exit" then if player ~= nil then player:TransferToLastNonInstance{ playerID = player, bUseLastPosition = true } end end end