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FPSC Classic Scripts / Dropping Floors

Author
Message
Cheezermega
19
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Joined: 22nd Aug 2005
Location: U.S.A
Posted: 31st Mar 2007 03:55 Edited at: 31st Mar 2007 05:17
Could someone help me, im trying to make it so when u walk on a certain tile you fall through the floor

like this kinda thing:
X= floor that you will drop through.
O= floor you can walk on
____________________
OOXOXXOOXXOOOOOXOOOX .
XXOOOOXXOOXXXXXOXXXO .
____________________


kloen
18
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Joined: 9th Jun 2006
Location:
Posted: 31st Mar 2007 14:04
if you have a segment, i don't think that it's possible,
but if you make an entity, and you set it to dynamic, and edit the
AI a bit, i think it will be possible.

devil
Spudling
18
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Joined: 5th Apr 2006
Location: In a chair in front of computer
Posted: 31st Mar 2007 16:19 Edited at: 31st Mar 2007 16:19
Can you by any chance change the HEALTH of the floor like an enemy?

EDIT-->

Or Re-make the Segement and then put it in that Entite maker or what ever it is.

Health say 25 or somthing

Was Hi! but Hi! Was gettin a little iritating
kloen
18
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Joined: 9th Jun 2006
Location:
Posted: 1st Apr 2007 13:15
what i did was rotating the explodable walls, so that they looked like a floor, it's not really the best thing, but it will work,
if you walk on them they will disappear

devil
vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 1st Apr 2007 16:14
Turn the floor_a.x in the meshbank\common folder into an entity. Texture it, and set the script something like this...



...it may work, it may not, I haven't use the plrhigher condition before so I don't know.

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

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Cheezermega
19
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Joined: 22nd Aug 2005
Location: U.S.A
Posted: 2nd Apr 2007 23:49
ill have to give it a try thanks everyone


Cheezermega
19
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Joined: 22nd Aug 2005
Location: U.S.A
Posted: 3rd Apr 2007 07:43
it diddnt work


vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 3rd Apr 2007 11:48
you didn't just copy the exact script I put there did you?

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

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Veron
18
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Joined: 22nd Nov 2006
Location:
Posted: 3rd Apr 2007 13:16
Cheezermega, in vorconan's script, change the plrhigher condition to what you need it to be at. Experiment around with the script a little bit.

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Cheezermega
19
Years of Service
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Joined: 22nd Aug 2005
Location: U.S.A
Posted: 3rd Apr 2007 14:14
so what change plrhigher=(0?) to plrhigher=(1): , Im sry i really dont know dbs that well.


tyrano man
18
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Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 4th Apr 2007 13:10
You dont have to do it that way.

You can make a copy of the segment and edit the fps file. There is one variable in there which changes the collision on/off.

Make one segment with colon and one with coloff

Tyrano


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Cheezermega
19
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Joined: 22nd Aug 2005
Location: U.S.A
Posted: 4th Apr 2007 14:13
that would just make u pass through it, it would not destroy it also when u walk on it, right?


Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 5th Apr 2007 11:03
Get one of the falsewall entities and rotate it to be horizontal. Now, left click it and change the texture the a floor texture. Place it in your corridor/room:
[][][][][][][][][]
[][][][][][][][][]
Then, change some of the 'floors' to static (O):
O[]O[][]OO[]O[][][]
[][]O[][]OOO[][]O[]
You will fall through all the ones that aren't static, though you may need to tweak the health values on the dynamic ones.

AE

Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 8th Apr 2007 06:50
Or, you can go here and try what I had done.

http://forum.thegamecreators.com/?m=forum_view&t=102538&b=23

As opposed to Highlander.

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