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FPSC Classic Scripts / Objectives - any way to assign with scripts?

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4Blades
16
Years of Service
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Joined: 23rd Jul 2008
Location:
Posted: 8th Aug 2008 07:30
I'd like to make random objective, but it appears objectives can only be assigned in the properties of an entity....unless there is a method with scripting that I don't know about?

If there were such a thing as Free Will, I'd be exercising right now.
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 8th Aug 2008 08:24
Hint:

- Entities given the same objective number become "optional", meaning you only have to complete ONE of the objectives that have that number.
- Spawning only ONE of the entities that have the same objective number..... yeah, oops just gave it away!


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
4Blades
16
Years of Service
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Joined: 23rd Jul 2008
Location:
Posted: 8th Aug 2008 15:48
ooooo....sneaky!
I like it!
Now that I've finished my random spawn point code, I can combine it with your idea to create random objectives that spawn in random locations!

If there were such a thing as Free Will, I'd be exercising right now.
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 8th Aug 2008 19:23
Or using a variable to track objectives.....

E.G, you have 5 enemies you must kill, when the enemy dies, it runs an edited version of it's destroy script that adds 1 to a global variable.......

Then have another script that checks when said variable reaches the required number, and have it activate something necessary to completing the level.......

Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 9th Aug 2008 01:49
CG's method is a lot more customizable.

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