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FPSC Classic Scripts / A-B-C assembly puzzle

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MaxMace
17
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Joined: 3rd Oct 2007
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Posted: 4th Oct 2007 07:43
I’d like to add a puzzle to my shooter where you assemble an antenna out of 3 parts to call the rescue ship. Is it possible to script such an interaction?

I'd like to force an assembly “order of precedence”, where you assemble part A to part B to get an “AB” part, that then connects to part C.

Essentially I want to add two Entities together to create a “sub-assembly”. This “AB” sub assembly could be added to part C to create a new “A+B+C” entity.

—The reason for the A+B+C order-of-precedence is to make the puzzle more realistic. If you try to attach part A to part C (i.e. out of order), the antenna key event will not work.

I am new to scripting, but I imagine I’ll have to model the antenna parts, add them to the inventory and use the PLAYERDROP directive when combining the parts. Am I on the right track? I’d appreciate any advice, even if it’s just a note saying what I’m trying to do is impossible (or overly-difficult) in FPS Creator, and I should go learn DarkBASIC.
Many thanks!
—Mark.
Storm 6000
20
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Joined: 10th Oct 2004
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Posted: 4th Oct 2007 15:41
You can do this to some extent yes you can model your parts and import them as items then just add to the scripts for the objects. You need to link them using the activate and activate if used within the scripts and the columns in the editor

Thanks
Adam
pigs can fly
18
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Joined: 20th Aug 2006
Location: Luxembourg
Posted: 4th Oct 2007 17:58
or you could give the antenna about 9 animations with different combinations. Then make a script where you are shown one HUD for each comination possiblity, and the player has to enter a number for the choice he made (might be a problem with the weapons).

So if he makes a decision, the chosen animation plays and - if the combo was right - will stay and the puzzle is finished - or the whole thing collapses and you start again...

May sound complicated. So I made a pic how this could look like

BTW: Storm 6000's idea is more simple.


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MaxMace
17
Years of Service
User Offline
Joined: 3rd Oct 2007
Location:
Posted: 4th Oct 2007 18:22
Aha! That info opens up my options. Thanks for the picture. It was very informative. I was not thinking of doing any custom animation for the assembly, but now I might. Originally I was just going to play a failure sound and put a failure message on the HUD, but it would be nice to actually show something. I will do some additional work based on the tips in these forum posts.
Thanks again,
-Mark

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