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FPSC Classic Scripts / Please can you help with triggar zones

Author
Message
Natflash Games
14
Years of Service
User Offline
Joined: 7th Feb 2006
Location:
Posted: 4th Mar 2006 14:18
I have waited long enough for help with this, but TGC just wont help. So i'm asking here kindly if someone can tell me why the triggarzones in my game dont turn on the light like I set it to.
Info:

I want the light to turn on when you enter a certain area.
Yes the light is set to dynamic
The lights name is Light2 and the ifused on the triggarzone is Light2
The AI for the light is lightoff.fpi
It works fine in the testgame but in the finale exe it just stays on looking like a really dull static

Perhaps someone could make a script to sort this out
Any help will be greatly aprecciated

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]
brummel
14
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 4th Mar 2006 15:50
The problem is that lightoff.fpi starts with the light on. Try this instead:

:activated=0:lightoff
:activated=1:lighton

Put this in the triggerzone:

:plrinzone=1:activate=1
:plrinzone=0:activate=0

Tell me if it works.

-Stavros the Zombie Slayer- Coming Summer 2006
Conjured Entertainment
AGK Developer
14
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 5th Mar 2006 08:28 Edited at: 5th Mar 2006 09:04
You made a Typo AG...

Change your plrinzone to plrwithinzone and the activate to activateifused.

Now, the second part reads...

:plrwithinzone=1:activateifused=1
:plrwithinzone=0:activateifused=0

It works.

Don't forget to visit Conjured Entertainment
brummel
14
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 5th Mar 2006 11:29
Its not the first time i spell plrwithinzone wrong.

-Stavros the Zombie Slayer- Coming Summer 2006

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