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 / Will this work? Timergreater

Author
Message
Leander
17
Years of Service
User Offline
Joined: 20th Sep 2007
Location: Austria
Posted: 5th Nov 2007 22:46
I need this for my multiplayer game. I got the idea to implement these lines of code in switch.fpi.

A switch opens and closes a door. When "play again" is selected in multiplayer mode the switch doesn't reset but stays activated.
Now I would like to ask if my solution would work. I have problems with fpi and I'm new to this so I have to simply it (not sure about state=...).

If timegreater=3000 then continue with normal switch-script.
Otherwise set activatedifused=0.

When an arena game starts anew the timer is hopefully reset. If the timer is greater than three seconds all switches can be used as usual. But if not all switches should be automatically set to activatedifused=0.

Isn't there a timerless=... or timer not greater than?

If the game has just been started the switched are made ifused=0. As soon as the game is three seconds old the switches should work as usual. It the 3 seconds have not passed the switches should be set to ifused=0. It takes the player more than three seconds to get to a switch so it's ok if all switches are being reset till the timer is greather than 3 seconds.



coming soon...
Doctor Who
17
Years of Service
User Offline
Joined: 6th Sep 2007
Location: Here, somewhere.
Posted: 6th Nov 2007 00:45
There is no Timerless type of thing but you can do something like this (I think anyway):


I'm not sure if that helps with getting around not having a timerless but generally anything that hasn't resolved timergreater means that it is still less than.

I straddle the line between genius and insanity. Guess which side I'm on now?
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Nov 2007 07:19
Leander:

I think you may need to do some testing with the resetting of an arena game...

To accomplish what you would like to accomplish 1 of 2 things must be true.

1) The state variable of scripts resets when a new match is started
2) The activation value of scripts resets when a new match is started

If one of those two statements is true, then you will be able to do this the way you are hoping to.


The one and only,
~PlystirE~

Storm 6000
20
Years of Service
User Offline
Joined: 10th Oct 2004
Location:
Posted: 6th Nov 2007 11:47
Ok well just so you know if no multiplayer bugs have been fixed since V1 which i don't think they have whatever your switchs do in your arena will only affect the person that presses the switch for example if your switch opens a door, the door is open for you but no one else on the map meaning you can shoot people through the door when the door is closed for them. Basicly the switchs don't reset because there not really meant the be there in the first place.

Thanks
Adam
Leander
17
Years of Service
User Offline
Joined: 20th Sep 2007
Location: Austria
Posted: 6th Nov 2007 21:19
That's not a problem. The doors that can be opened with switches are in a long corridor leading to the mission objective. There's nothing there...only a corridor with four doors and the object behind them. People will only be there when they have opened all doors and are ready to get the object.



coming soon...

Login to post a reply

Server time is: 2024-11-24 01:53:22
Your offset time is: 2024-11-24 01:53:22