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FPSC Classic Scripts / Keeping doors open

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CLiPs
18
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Joined: 20th Jan 2006
Location: California
Posted: 12th Apr 2007 13:06
Ive been searching the script area on doors, open, entry etc but I havent seem to be able to find it here.

What I am hoping for is to have a door be in the open position when the game starts and remain open all through the game not allowing the players to close the door at all.

Any help would be really appreciated.



If you think education cost so much you should see how expensive ignorance can cost you
vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 12th Apr 2007 13:39
just copy from the one of the door scripts, the part that opens the door and just call a suspend action after that.

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CLiPs
18
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Joined: 20th Jan 2006
Location: California
Posted: 12th Apr 2007 13:58 Edited at: 12th Apr 2007 14:07
Quote: "just copy from the one of the door scripts, the part that opens the door and just call a suspend action after that"


Huh?
Okay reading throughly through FPI Maker and looking over the door scripts im clueless as to what your saying...

Standard door script would be door used script....

Obviously I would be killing lines 9,10,11 since there would be no need for a HUD

Then the next line is

But what I am thinking is the next 7 lines are for the animation sequence and the last line would be how it is set

so if I changed it


I believe it should be in its last piece of its animation. Ofcourse I could be dead wrong here.

I will try to test this but anybody that can break this down into some sort of english I would still greatly appreciate it.... Thank you

------------------Edit------------------
Just tested this idea.....nope doesnt work...



If you think education cost so much you should see how expensive ignorance can cost you
Doggy
18
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Joined: 9th Dec 2005
Location:
Posted: 12th Apr 2007 20:08
This could also be faked in the editor by using door entities and empty door segment.

First add the door segment you want to use. Then swich to entity-mode, and right click on the "green box" of the door segment. Here change the "Start" script into disappear1.fpi, and remove the "Main" -script.

Now the door won't show up in your game, but the opening/hole of the door will. Now place a static door entity close to the door segment, making it look like it's the actual door, just open. Remember to remove the main -script too, otherwise players can use the door, making it look kinda weird.
Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 12th Apr 2007 22:18
@ Doggy: I use that too. It's really useful.


CLiPs
18
Years of Service
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Joined: 20th Jan 2006
Location: California
Posted: 12th Apr 2007 23:33
@ Doggy thats fantastic. worked like a charm. Thank you sooooo much



If you think education cost so much you should see how expensive ignorance can cost you

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