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FPSC Classic Scripts / Timed appear script

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Disturbing 13
19
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 13th Apr 2007 09:25 Edited at: 13th Apr 2007 09:27
Greetings, I am by far not a scripter, but is there some way to alter say the 'appear' script to have a timer? This way something like a light could spawn after after a few seconds instead of immediately. Free exclusive (simple)static model to the scripter who delivers. If I could change the time it takes to spawn easily it would be cool.
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Apr 2007 17:51 Edited at: 13th Apr 2007 18:07
You can right click your entity, then set it's RESPAWN properties there.
The DELAY would create a pause between spawns.


Quote: "...but is there some way to alter say the 'appear' script to have a timer? This way something like a light could spawn after after a few seconds instead of immediately."


Try this...



I haven't tested it, so I leave that to you.

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vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 15th Apr 2007 13:13
right click the entity, say no for 'spawn at start', then put in a the time you want in the delay box

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

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Disturbing 13
19
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 16th Apr 2007 04:56 Edited at: 16th Apr 2007 04:59
@Conjured Entertainment- unfortunately it spawned right at game start and messed up the sqript that it was supposed to be implementing.
I have one blinking light with the normal appear script set to dynamic and it works propperly. The second light is the same but uses the script above and it spawns immediately and doesn't blink at all, in fact it kinda looks a bit dimmer.

@vorconan-Thanks , but I knew how to do it for entities, but what I need is for lights. Thanks anyway though.

Basicly I'm trying to solve the swinging light deal. It may not cast cool shadows, but it will be useful for a swinging light effect. The first light blinks fine I just need to have a script that spawns a little after the game starts.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 16th Apr 2007 05:31 Edited at: 16th Apr 2007 06:02
I wasn't thinking right.
The lights are fixed, and they are built at beginning regardless.
However I just had an idea about placing multiple lights.

Actually 3 lights are all you need for the effect if the ranges are set low.
Leave the center on and then turn the right and left ones on/off alternating.
Either one combined with the center will brightens one side or the other.
The model will be the actual swaying object, not the light source itself.
The light just needs to change from side to side as the model sways.

Here is the sequence...

Off - On - Off
Off - On - On
Off - On - Off
On - On - Off

....then repeat. (skip the rinse)

Just place the lights close together there at the model.
I haven't had much luck fooling around with lights.
I think this may be doable though.
Remember that the timer is global, and in this case that's a good thing.
In theory, the same timer can control all three lights without the need for any activateifused.
The model's script simply resets the timer according to its animation's frame.
Thus, giving you perfect synchronization, in theory.
I hope this works, because it will be a cool effect.

~ ~

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