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FPSC Classic Scripts / Entity can activate a triggerzone?

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sgrunt
17
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Joined: 13th Feb 2007
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Posted: 25th Mar 2007 12:47
Is is possible to have triggerzones activated not from the player, but from ONE entity?
I make an example: i have a dying person in a zone.
I should looking for the doctor, then he will follow me to the dying person, and only when the doctor is in the zone i win.
Jeremiah
18
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Joined: 9th Sep 2006
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Posted: 26th Mar 2007 01:50
AICONDENTITYWITHINZONEwhat you want to happen) ? This would be my best guess have not tried
sgrunt
17
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Joined: 13th Feb 2007
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Posted: 26th Mar 2007 21:01 Edited at: 26th Mar 2007 21:09
thanx Jeremiah but it does not seem to work.
I make an example.
I have en entity called "makemeappear", that NOT spawns at start.
Then i set a trigger zone, in which IFUSED is "makemeappear".
I would like that when a character walks through the triggerzone, the makeappear entity will spawn.
The main AI of the trigger zone says:



The problem is the makemeapper starts..already spawned!


post scriptum:

now i've changed the code but nothing changes...
vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 26th Mar 2007 21:13
it's just a weird theory but if the state=0 was state=1 and state=1 was state=2, would that make any difference? I was sure for a minute that state=0 was at the absolute beginning of the level

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
sgrunt
17
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Joined: 13th Feb 2007
Location:
Posted: 26th Mar 2007 21:24
thanx vorconan.
Ok, i'm trying to be..scientific
If i give to the trigger zone, the follow ai:

:state=0,plrwithinzone=1:activateifused=1,sound=$0,state=1
:state=1,plrwithinzone=0:state=0

it works. When THE PLAYER walks through the zone, the makemeapper entity spawns.
Then i change the plrwithinzone condition, with the entitywithinzone condition:

:state=0,entitywithinzone=1:activateifused=1,sound=$0,state=1
:state=1,entitywithinzone=0:state=0

but the makemeappear entity starts already spawned.

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