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FPSC Classic Scripts / Deleting sound trigger after....... also adding "win conditions" questions

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MikeB
17
Years of Service
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Joined: 5th Apr 2007
Location: My Computer, Shropshire, England
Posted: 6th Apr 2007 21:03
I was just wondering if there is any way to delete a sound zone after a certain event has taken place.
(I need this for my game where you have a sound trigger at a remote door, i need the zone to delete after pulling the switch, just incase the player has not entered the zone yet.)



Also... i want to have a level where you have to assassinate someone, is there any way to add "win conditions" so you win and maybe play a sound after the enemy dies.


Thanks


E.D.

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xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 6th Apr 2007 23:30
The easy way is to change the enemy's destroy script (the one you want to use to end the game). In his destroy script, add:

sound=[the sound you want to play]

and

plrmoveto=[an entity you place in the win zone]

best.

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

MikeB
17
Years of Service
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Joined: 5th Apr 2007
Location: My Computer, Shropshire, England
Posted: 7th Apr 2007 10:35
Wow thanks... i will try that ....

Would it be possible without having the player "teleporting" as this is a WW2 game it might take away the already limited suspension of disbelief.


But for now that looks great.

TY

EldestDragon

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Gamz
18
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Joined: 28th Nov 2005
Location: A bubble!
Posted: 7th Apr 2007 13:36
Just set the targets objective value to 1. Or 2, or 3, depending on how many other objectives you want. That will cause you to finish the level as soon as he/she/it is dead, but I dunno about the music.

I am a manifestation of your subconscious.
MikeB
17
Years of Service
User Offline
Joined: 5th Apr 2007
Location: My Computer, Shropshire, England
Posted: 7th Apr 2007 19:17
Thanks... when i learn to script i'll add sounds

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