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FPSC Classic Scripts / Problem With Key door

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fpsfreak
17
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Joined: 18th Jun 2007
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Posted: 18th Jun 2007 23:00
When i edited a door i put the name of a zombie in the tab Use Key and when i test the game out the door opens without killing the zombie. How can I make it so that only when the zombie is killed the door can open?
Roger Wilco
19
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 19th Jun 2007 00:03
Edit the script to activate a remote entity, in this case the door. I don't know, but in theory it sounds like it works. I'm not too keen with scripting though.

"Or perhaps we're just one of god's little jokes?"
fpsfreak
17
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Joined: 18th Jun 2007
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Posted: 19th Jun 2007 00:20
well i dont no about scrpting can anyone else prvide me with a solution thx
FredP
Retired Moderator
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Joined: 27th Feb 2006
Location: Indiana
Posted: 19th Jun 2007 04:23
I'll move this to the scripts forum.If you are going to use FPSC you will have to learn about scripting.

FADE Studios
17
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Joined: 3rd May 2007
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Posted: 19th Jun 2007 14:58
Okay, I think what you need to do.

Put the doors script on Remotedoor

Put the zombies script on remote entity

in theory, this should make it where when the entity is gone, the door will open.

Sorry, can't really test it out right now, working.

Manager Of The Soon To Become Known Fade Studios
fpsfreak
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Posted: 19th Jun 2007 23:35 Edited at: 20th Jun 2007 06:19
what remotedoor and remoteentitty :Sd
fpsfreak
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Joined: 18th Jun 2007
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Posted: 20th Jun 2007 01:22
UPDATE: I got it working, I didn't do it the way you guys said to do it though.
I will post how to do it here for anyone who wants to do it...:

1- Go to C:\Program Files\The Game Creators\FPS Creator\Files\scriptbank

2- Then find pickupkey.fpi and open it in Notepad. Youll see this:

And change it to this:

As you can see I changed the number 40 to 900. (At the end if this doesn't work you didn't follow my instructions OR you need to change 900 to an even bigger number.)

3- Right click on your enemy, and youll see a table.

4- Edit the Name, you MUST change the name you may not leave the default name. Also under the AI scripts tab there should be a Destroy label in that change it to pickupkey.fpi Press Apply Changes at the bottom.

5- Now Right click on the door. Under AI scripts and change the label Main to doorkey.fpi And under AI Automated change the label Use key to the name you changed the enemy to earlier. Press Apply Changes at the bottom.

6- Thats it remember after you have gotten the key from the enemy remember when you get ot the door it still wont let you through until you press ENTER.

Why it works:
I just put this for ppl curious why it works. It works because you when you put pickupkey.fpi in the destroy section it means that after you killed the enemy it becomes a key. But youd have to walk on top of the dead guy to pick up the key. SO when you change 40 to 900 it changes the span of which the key can be picked up from. So before it would mean if you were 40 feet within the enemy youd be able to pick up the key but when you are 900 ft. within the enemy when it dies you get to pick it up. So now the product is as SOON as you kill the enemy the game will say youve picked up a key.
TZap
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Joined: 29th Aug 2005
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Posted: 21st Jun 2007 22:08
Nice solution. I'll use this as a basis for a script to open a door if 5 enemies are killed.

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