Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Doors and keys

Author
Message
Sopo the tocho
17
Years of Service
User Offline
Joined: 12th Jun 2007
Location:
Posted: 15th Jun 2007 03:16
Hi

I need help with this, It should be easy but Im a noob, when you have a key and door lock with that key, and you walk near the door tells you "You need n key" and even when you have that key and you had open that door before it says "you need n key". I want to make the door say "You need the **** Key" (*=name of the key) and then when you had open the door that mensage dont should appears again and again.

Thanks and sorry for my english
pigs can fly
18
Years of Service
User Offline
Joined: 20th Aug 2006
Location: Luxembourg
Posted: 15th Jun 2007 16:24
change the lockeddoor.tga to your requested one (location: Files\gamecore\text)

then paste this in the doorkey script in the scriptbank:

Note: You need to replace YOURIMAGE by the name of your own one.

Hope that works


All the free PCF Productions Stuff
Sopo the tocho
17
Years of Service
User Offline
Joined: 12th Jun 2007
Location:
Posted: 16th Jun 2007 00:30
Thanks for reply

Quote: "change the lockeddoor.tga to your requested one (location: Files\gamecore\text)"

Oh I dont have a "text" folder inside the "gamecore" folder! Isn´t that weird, is it?

Sorry, I got lost ,
I opened the doorkey.fpi and this is the code.



Reading it I can understand that lockeddoor.tga its the text "you need N key", right?, ok, you know that when you make a entity like a key you can change the name of it, and when you lock a entity like a door with it, you have to put the name of the entity in order to make the other entity (the door) know that it shouldn´t locked anymore if I use it (the key). So I wanna make a scrip that show the name of the entity needed in order to open the locked door, I mean the name I put in the dialoge "AI Automated / Use key= ****"

Again, sorry for my english Im spaniard
Sopo the tocho
17
Years of Service
User Offline
Joined: 12th Jun 2007
Location:
Posted: 16th Jun 2007 02:35
I have been looking for the "text" folder inside "gamecore" folder and I can´t find it! but the doorkey scrip still working normally so lockeddoor.tga should be somewere, or I guest so


this is a print image of the gamecore folder, as you see there´s no folder called "text", I wonder were it is...

Attachments

Login to view attachments
Sopo the tocho
17
Years of Service
User Offline
Joined: 12th Jun 2007
Location:
Posted: 16th Jun 2007 03:59
Yay! finally I got it, your code works perfect! you are an ace , Now I know that the .TGA files are images not text (BTW I find that file, it was in "other" gamecore folder: languagebank\english\gamecore\text) Oh well, I will have to make one scrip and one .TGA file for each locked door, that will be annoying.

Again, thanks so much

Login to post a reply

Server time is: 2024-11-27 10:08:54
Your offset time is: 2024-11-27 10:08:54