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FPSC Classic Scripts / moveing bridge

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fata error
17
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Joined: 5th Mar 2007
Location:
Posted: 3rd Aug 2007 15:35 Edited at: 3rd Aug 2007 15:38
hi makeing a level with a moveing bridge like this

i dont want to use waypoints i have an idea how to do it but can someone script it for me heres how the bridge works



the script would be like this

state=0;if activated,state=1
state=1;movefore=???
state=2;if activated,state=3
state=3;moveaft=???,state=0

would this work?

edit: the bridge is the tees transporter bridge 1pound for a car and 50p for a bike to go over it

fata error
17
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Joined: 5th Mar 2007
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Posted: 4th Aug 2007 23:16
anyone cos i was planning on putting the level on the forum when it was finnished

pigs can fly
18
Years of Service
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Joined: 20th Aug 2006
Location: Luxembourg
Posted: 5th Aug 2007 01:07
better would be using waypoints


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fata error
17
Years of Service
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Joined: 5th Mar 2007
Location:
Posted: 5th Aug 2007 13:06
way points go back and forwards again and again and again i wanted a more controlled animation anyway i think iv got it

Marine10 beta corp
17
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Joined: 14th Jan 2007
Location: First Man Studios
Posted: 6th Aug 2007 04:47
lol... that is an awesome model of the bridge... I love the textures...

jk
(i know it's a picture)

I agree that it would be better to use waypoints

FIRST MAN STUDIOS
fata error
17
Years of Service
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Joined: 5th Mar 2007
Location:
Posted: 6th Aug 2007 15:48
why not moveleft=?
scripting means you can cotrol the movements to do anything

pigs can fly
18
Years of Service
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Joined: 20th Aug 2006
Location: Luxembourg
Posted: 7th Aug 2007 13:32
you can control it through waypoints too...

You could do that the bridge follows waypoints untill the end, then plays an animation, then goes back or follows another waypoint (maybe at different speed).

The moveleft=X command is quite imprecise. But try yourself what command would be better

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