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FPSC Classic Scripts / Whats wrong with this script?

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Shadow Blade
18
Years of Service
User Offline
Joined: 31st Oct 2006
Location: United Kingdom
Posted: 18th Feb 2007 16:31
Hi its my first script ever and I'm wandering why it won't work can someone help me.


Shadow Fire Games - Master the game -
Commander in Chief
18
Years of Service
User Offline
Joined: 15th Apr 2006
Location: Carbondale, PA, USA
Posted: 18th Feb 2007 16:52 Edited at: 18th Feb 2007 17:03
It wont work. All of the conditionals must have an action. Try this.



---PARANOID PRODUCTIONS---
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 18th Feb 2007 17:07 Edited at: 18th Feb 2007 17:07
Just looking quickly I can see a few of problems.

1. pldrdistwithin is spelled wrong
2. You are using keys assigned to weapons
3. activateifused can't=door. activateifused=1 (true)

It would also be helpful if we knew what this script was assigned to and how it was related to the door. I guess you have a door named "door" and this script is assigned to a switch and the switch's if used property is "door", and the Door's AI Main is doorremote.fpi?

Check my website for a similar script with instructions.

I'm sorry, my answers are limited. You must ask the right question.

Shadow Blade
18
Years of Service
User Offline
Joined: 31st Oct 2006
Location: United Kingdom
Posted: 18th Feb 2007 17:13
Thanks for your help but it didn't work, anyway it was me just trying to make my first script not anything vital to a project.

- Shadow Blade

Shadow Fire Games - Master the game -
Commander in Chief
18
Years of Service
User Offline
Joined: 15th Apr 2006
Location: Carbondale, PA, USA
Posted: 18th Feb 2007 18:54
Get FPI Maker - it helps ALOT. Gives you all the errors you make in your script. I made my own AI script, and tested it, and now my enemies are smart! Paranoid AI is coming out soon!

---PARANOID PRODUCTIONS---
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 19th Feb 2007 09:24 Edited at: 19th Feb 2007 09:32
Aside from the above mentioned spelling error, here's the problem...

:state=5:activateifused=door

... should read ...

:state=5:activateifused=1

The activateifused is a numeric value which assigns the state of activation.
Ususally we use 1 for on activation and 0 for off but it is not limited to those two numbers.
For instance...

:state=5:activateifused=9

..could be used as well.

Then, the door would have the following in its FPI script...

:activated=9:state=9

In which state=9 would perform some action like opening or closing the door.

The assignment of the ifused such as "door" would be in the entities FPE file.
Or, you could assign it manually in the editor.

Don't forget to visit Conjured Entertainment

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