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FPSC Classic Scripts / Turning on and off hurt zones.

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Swhale aka The FPS Creator
19
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 10th Sep 2005 08:42
I request the "action" to turn on and off hurt zones please.

Habatar
19
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Joined: 9th Aug 2004
Location: Madrid (Spain)
Posted: 10th Sep 2005 10:16
Use this script to the hurt zone

This only hurt if is actived. To activated or dissactivaded you can use a switch or a tigger zone.

In the switch or the tigger zone, put the name of the Hurt Zone in "If used". For switch you can use, for example, switch.fpi and if you make a tigger zone, you can use "plrinzoneactivateused.fpi" to activated.
Swhale aka The FPS Creator
19
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 10th Sep 2005 19:18 Edited at: 10th Sep 2005 19:25
thanks, ill try it out now

edit: THANK YOU SO MUCH I WORKS... now, could you help me out with timers? i need to have the hurt zone turn off after a certain amount of time. if you could modify the switch.fpi script to have a timer that shuts off the hurt zone after 3 seconds, that would be amazing!

Habatar
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Location: Madrid (Spain)
Posted: 10th Sep 2005 20:29
Ok. Let go.

To the switch.
switch_deactivateifused.fpi


I put that only can use one time. You not reactivate. If you will to do, tell me.

And for the HurtZone

plrhurtinzone_switch_deactivable.fpi


I will explain how works this. First, activate the entity. If the player are in zone, hurt . If is deactivated, restart the time (go to state 2).

In state 2, hurt the player if is in the zone. If the time reach 3000 miliseconds = 3 seconds, go to state 3 that do nothing.

I put that only can use one time. You not reactivate. If you will to do, tell me.

I like script, if you need something, ask .
Swhale aka The FPS Creator
19
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 10th Sep 2005 20:54
thank you, i will try this out right now, to make it reactivate wouldnt we be able to just make it go ack to state=0 instead of state=3 which is none?

Swhale aka The FPS Creator
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 10th Sep 2005 21:04
those scripts aent working, fors tof all you have the switch script set to turn on avtivate=0 and you say in the hurt zone that if activate=1 it will hurt you. in the hurt zone you told it to activate=1 right away so it hurt even b4 the switch is pulled.

Habatar
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Location: Madrid (Spain)
Posted: 11th Sep 2005 00:03 Edited at: 11th Sep 2005 00:04
In the switch I put activateifused=0 ,this desactivated for the 0 value (set activate=0 to the hurtzone).

In the hurt zone, at start, set activate=1 to hurt.

When activate=0, go to state 2, that hurt only 3 seconds.

Sorry, I dont have a very good english for explain correctly.

Reactivable the hurtzone is simple

In state 3, If is activated go to state 1.

And the witch is.

This switch are inverse. The normal switch, activated and desactivated. This first desactivated and later activate.

Do you know?
Swhale aka The FPS Creator
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Location: My computer chair, no zip code sorry
Posted: 11th Sep 2005 06:03
Have you tested this out and seen that it works correctly?

Habatar
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Posted: 11th Sep 2005 09:35
Yes
Swhale aka The FPS Creator
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Location: My computer chair, no zip code sorry
Posted: 11th Sep 2005 21:02
ok then, il have to try that out

Habatar
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Posted: 11th Sep 2005 21:14
Ok. If you have problem, tell me.
Swhale aka The FPS Creator
19
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 11th Sep 2005 22:01
it does not work. the switch has no animation and it loses its texture after using. it shows up on the top left corner of my screen also, and the hurt zone is always on. i think im ok now, i am going to rest this idea for now, i cannot use it in multiplayer yet anyway, but, could you mabye help educate me on timers? i have no clue how to use them.

Habatar
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Joined: 9th Aug 2004
Location: Madrid (Spain)
Posted: 11th Sep 2005 22:23
This switch only fork in entities that use switch.fpi as default.

Ok. I explain yo timers.
----------------------
Wen a Script start, the timer start run. The time is in milisecond 1000 = 1 second.

The condition to check the time is. TIMEGREATER=X
This is True if the time is greater than X.

You can reset the timer by the action TIMERSTART. This set the timer to 0.

There is only this two commands.

:timergreater=3000:timerstart
This script reset the timer when reached 3 seconds. Not usefuld alone, but whit combinated whit other commands can be powuerfull.

You can only have 1 time per entitie.
----------------------

This is all that i know.

What are you triying to do?
Swhale aka The FPS Creator
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Location: My computer chair, no zip code sorry
Posted: 12th Sep 2005 01:08 Edited at: 12th Sep 2005 01:10
Just tyring to learn and understand one more thing in this world.

How about this though, this script is used to turn on and off a decal:

;Artificial Intelligence Script

;Header

desc = A controllable decal

;Triggers

:state=0:state=1
:state=1,activated=1:state=2,rundecal=2
:state=2,activated=0:state=1,rundecal=-1



;End of Script

Can you Edit this so that after I have turned on the decal, a timer shuts it off after 3 seconds?

Habatar
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Location: Madrid (Spain)
Posted: 12th Sep 2005 09:30 Edited at: 12th Sep 2005 13:10
EDITED: I have change the script, the old have a bug.

After 3 seconds of the activation, destroy de decal.
I have put that destroy, rundecal=-1 not work for me.

I have test and work.
Swhale aka The FPS Creator
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Location: My computer chair, no zip code sorry
Posted: 12th Sep 2005 22:50
thanks

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