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FPSC Classic Scripts / Explosion trigger

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Pertti
18
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Joined: 4th Jun 2006
Location: Finland
Posted: 7th Mar 2007 15:11
Is it possible to activate the sprite pack explosion from a trigger zone? So; when you go to a trigger zone, the roof blows up and falls down. It'd be cool
migit matt man
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Posted: 13th Mar 2007 20:52 Edited at: 13th Mar 2007 20:54
I'd like to know this too! It's be great at the end of a mission! Seeing a building you planted a bomb in, going outside then seeing it all blow up! It'd be a great way to finish a level or game!

Thanks!

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Slayer Simon
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Joined: 11th Oct 2006
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Posted: 14th Mar 2007 06:38
Yes I've done it before. Go to the script the explosion decal is using and add an activate condition at the beginning like activated=2.

You know the activate trigger that the trigger zone can use? well use it but change the activation value to 2 so that the action is activatifused=2.

Put the name of the decal in the ifused field on the trigger zone and congradulations, you have a big explosion that flashes repeatedly! And then you wonder why the dumb guy on the forum didn't tell how to stop it from looping but then you realise you forgot to scroll down and read this:

If you open up the script called decal.fpi, you will notice that it shows several different numbers to use on the rundecal action. Pick the number that says "face player run once" and then open up the script that the decal is using (the first one you went into) and change number on the end of the action "rundecal" to your number. after this action, write a comma and then write the action state=10. If you want, you can delete all the lines that come after this.

You can have multiple decals that trigger, just make sure they all have the same name.
migit matt man
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Posted: 14th Mar 2007 09:18
Thanks! I'll try that later! I can't wait for this to happen in my new game!

Jiffy
20
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Joined: 5th Mar 2004
Location: Hiding in the bushes in your backyard
Posted: 14th Mar 2007 09:38
Slayer Simon, from my knowledge that isn't the way that the activateifused=x and activated=x commands work.

At least they certainly don't normally work that way.

The "x" in both is less of a numeral and more of a truth statement. So if acivateifused=1 then the script will activate the entities "If Used" entry in that entities Properties menu. If it equals 0, then it turns off that activated.

Same thing with the activated=x command--if it is 1, then it will only continue if it has been activated by another entities activateifused command, whereas if it is 0 it will only continue the state if it has not been activated.

I like to do things the longer, more scripted way but the easy way is simple:

1. Right-click on the explosion decal. Where is says "Spawn at Start", choose No. Make sure the decal has a unique name.

2. Place a trigger zone where you want the explosion to appear. Right click the zone and where it says "IfUsed", type in the name of the explosion decal.

Behind the scenes this involves some simple altering of scripts that can be useful if you want to learn how the language works, but if that doesn't matter to you, the above way will do just fine.


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migit matt man
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Posted: 14th Mar 2007 09:41
THANK YOU SO MUCH!

I read about using triggerzones to make enmies appear bit I didn't know you could do it with this!

Thanks Jiffy!

Jiffy
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Posted: 14th Mar 2007 10:23
No problem, happy to help anytime .


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Slayer Simon
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Posted: 14th Mar 2007 21:05
You didn't know this? You can use different activation values to get different responses from the AI. At least it works for me, maybe they changed it with 1.05 but I use it to make "allies". Maybe you should try it...

If it deosn't work for you then that would suck because it can sure be useful.
dear other fps people help plz
17
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Joined: 18th Mar 2007
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Posted: 19th Mar 2007 06:47
ok i just want to have my guy walk across a trigger zone and a entity like a fake wall blow up and disappear, plz help me and try not to be to sophisticated cuz i aint very bright thx

go create something fun
Jhon
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Joined: 14th Feb 2007
Location: In your nose
Posted: 2nd Apr 2007 17:04
I dont understand your description, Jeffy. Where do i have to add the "activateifused=1" command in the script? (sry i am too silly to script )

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Slayer Simon
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Posted: 2nd Apr 2007 22:02
@Jhon: That's cuz he's a noob, but at least his idea was alright.
Zdrok
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Location: Pittsburgh
Posted: 3rd Apr 2007 23:45
Jiffy's NOT a noob! Look at the join date: 2004, not 2007.

Look before you act, and get on topic.

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Slayer Simon
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Posted: 4th Apr 2007 22:14
That's OK, I was just kidding.

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