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FPSC Classic Scripts / Objective: Quick! Barracade the Door! Needed

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sps999
17
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Joined: 23rd Oct 2007
Location: On my Computer
Posted: 10th Nov 2007 15:44
I was wondering if there was a way to make it so you have to take objects (Boxes) and put them in a section of a room ( Right in front of a door) to activate an objective and an If Used thingy. Thanks.
Orrion Carn
17
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Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 10th Nov 2007 20:38
Could be possible... Plystire, what do you think?


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CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 11th Nov 2007 01:58
you need scripting.......

put a trigger zone in front of the door (where you wanna put boxes and stuff), then open up plrinzoneactivateifused.fpi and edit it.

in theory it should work if you change plrinzone to entityinzone

You can tell i'm an old-school gamer, right?
sps999
17
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Joined: 23rd Oct 2007
Location: On my Computer
Posted: 11th Nov 2007 16:33
I tested your theorie coffee grunt and what happens is no matter what, even if the trigger zone is in the middle of nowhere, the trigger zone is constantly being activated. And the Remote Door it's supposed to open ic always open.
CoffeeGrunt
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Location: England
Posted: 11th Nov 2007 16:40
wait....

your trying to open a door by barricading it????

and the reason it don't work-sorry i forgot this- is that you have to put entityinzone=box or whatever you call the barricade item....

i still dont get how barricades open doors though,...i always thought they did the opposite.

You can tell i'm an old-school gamer, right?
sps999
17
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Joined: 23rd Oct 2007
Location: On my Computer
Posted: 11th Nov 2007 17:05
By opening a door I mean it opens a different door so you can move on with the level not opening the door you just barricaded. Sorry for the confusion. BTW thanks for the info.
Thought zone
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Joined: 15th Aug 2007
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Posted: 12th Nov 2007 00:26
oh i understand, you want to put object in front of door and when u try to open it, the door stop to animate when it touch the object.
i dont know if it is possible but will be cool if possible.

-----------------------------------------------------------
Peut etre que non peut etre que oui mais la seule chose qu'on sait ces que l'on le sauras jamais
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 12th Nov 2007 02:04
Quote: "Plystire, what do you think?"


Oh sure, just call me out on it, why don'tcha?

Here are my thoughts on the matter at hand:

Problem #1: You could have the door simply NOT work once the object is in place, but then the player could move the object out of the way and the door would still not open... that's bad. Looks very amatuerish to say the least.

Problem #2: What if the player LEFT the door open and then put an object there? The triggerzone would "barricade the door" and we're still left with it looking pretty simple and unimaginative.

Problem #3: What about if the player picked up an object, and backed out the door while holding it? That would activate the "barricade the door" routine, and lock the player out permanently! That's VERY bad.


There are just too many things to work around, and too little time.

Sorry.


The one and only,
~PlystirE~

sps999
17
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Joined: 23rd Oct 2007
Location: On my Computer
Posted: 12th Nov 2007 04:18
I don't know how to solve problem 1.

Problem 2: Well first of all when I say "barricade the door" I mean theres about 26 invulnerable enemys in one room and theres a message saying "Quick get out of here!" Then you go in a different room. Then I have a custom made script that perminatly locks the door you need to barricade when it's barricaded. Then theres about 5 Trigger zones right in front of the door you need to barricade, one for each item (which are invulnerable). Now I could make it so once the door is barricaded (and now closed) it activates 5 or so Trigger zones everywhere else in the level so when you unbarricade it you could now open the door again. (which you probably wouldn't want to anyway)

And for Problem 3: When your locked in a room with 26 invernurable enemies, chances are, your gonna die, then go back to the check point out of the "Death Room"and back into the room where you needed to barricade in the first place. Just an easy way around.

Good dreams if they might come true.
Urlforce Studios
18
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Joined: 16th Oct 2006
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Posted: 13th Nov 2007 02:03 Edited at: 13th Nov 2007 02:04
Silly Plystire... Don't you know theres an unused condition called "entityinzone" in the source....

Plystire
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Nov 2007 03:21
Yes, Url, I am well aware of it. If I were to even attempt this, I would be using that condition. However, there are still too many things that could go wrong with it, IMHO. And the end result would probably look like a scattered mess of workarounds and loopholes.


The one and only,
~PlystirE~

foxking
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Posted: 17th Nov 2007 16:58
cutscene?

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