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FPSC Classic Scripts / Death Trap

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Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 22nd Mar 2007 04:25 Edited at: 22nd Mar 2007 04:33
Actually easy to do but I had trouble figuring it out because of lack of good documentation.

First dig yourself a hole. I use the Chateau Cellar. Be sure and use the lower layers of your map. Now on the ground layer of the map choose any entity you like as long as it makes sense. I use the "plinth1" from model pack one. No it's not a default one but it does work well for this as a covering of the hole. It is just the right size for the single grid. Make sure it is positioned just right over the square hole by left clicking on the entity and making the adjustments. While you are there then make sure that three properties are set according to the image provided. Click on view. The main script used is the one I wrote. Just a two liner. Click on code below.



Player distance does make a difference. Too close and the player can possibly get accross plank before it is destroyed. Too far and it will be destroyed before player even gets there.

You will notice you don't even have to put the strength to zero in the entity properties. That's becaue you are actually destroying the entity through the script and that ensures that the player will fall through. Take a look at the following views.

BTW, make sure and enlarge the image if your browser has amde it smaller or you won't be able to read the text.

As opposed to Highlander.

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Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 22nd Mar 2007 04:27 Edited at: 22nd Mar 2007 04:29
The map of game where I use the death trap. Which one is it? Obviously it would be the second one because the first one is ok and so the player will be enticed to go through the bottom one. There is a goldbar floating in the chest just like in the first.

As opposed to Highlander.

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Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 22nd Mar 2007 04:28
Here is where the player has fallen into the trap.

As opposed to Highlander.

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Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 22nd Mar 2007 06:47
F l a t l a n d e r,

Greetings. Devious and nicely done!

Thanks,

Seth Black

"...I'm sorry, could you repeat your question a little louder? I'm a trifle deaf in this ear."

- Willie Wonka
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 23rd Mar 2007 16:18
Good thinking. Simple, effective and a nice addition to any game.

Best.

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

Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 23rd Mar 2007 20:27 Edited at: 23rd Mar 2007 20:27
Thanks Seth. Bwaaaa haaa haaaa haaa. Would you care to come play at my house?

Thanks xplosys. It was so simple. In that I was also surprised -- after fiddling around with it longer than it should have actually taken.

I have to say that I just found out that the speed of the player can also be a factor. If the player's speed is fast (although I could never get the "run" feature of the player to work) by adjusting the speed on the start marker, then the player could just run right over the single grid. Sometimes that happens sometimes not.

If you wanted to make certain that the player falls through, then, you could either make it two grids long rather than one or increase the plrdistwithin condition.

If you notice, I am not going to totally frustrate the player. After he falls through and loses a life he is still given an opportunity to get the goldbar and another clue where the statue is. Both are needed to conclude the level. I even made it easier by including bricks that I am using from the tomb-pack found in FPSC media. The player can climb the bricks and then over the small wall thus avoiding the hole in the ground. Now if I wanted to make it a little more difficult I could remove the bricks because if the player uses jump and forward at same time he can actually jump up on the "small" wall and then over to the other side. This is what he has to do anyway after climbing into where the statue is in order to get back out.

As opposed to Highlander.

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