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FPSC Classic Scripts / Beginner in scripting: Decal appearing in event of script

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Ghost thing
16
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Joined: 19th Jul 2008
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Posted: 16th Oct 2008 14:17 Edited at: 16th Oct 2008 14:18
I was thinking of editing the exploding script to make a better explosion. I just strated learning scripting and I have began reading Ply's tutorials.

so is it somehting like this?



EDIT: Sorry. I posted this in the wrong board.
Plystire
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Joined: 18th Feb 2003
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Posted: 17th Oct 2008 19:47
Well, it's good to see you're trying to learn scripting.

First things first, you can't use the active= command like that. It is always paired with a number and it only effects the activation variable for the script.

Next up, what you could try to do is specify the decal in the entity's fpe file and then use the rundecal= command to have the decal play.

I can't for certain if that'd work, since my FPSC computer is currently unavailable, but it's worth a shot, right?


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Ghost thing
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Posted: 18th Oct 2008 08:15
Ok. Thanks
eXone 42zero
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Joined: 31st Oct 2006
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Posted: 31st Oct 2008 20:49
I'm trying to do something similar to this.
You've given me an excellent idea actually, but unfortunately I don't know the numeric value for any of the decals.
How might one go about using the "rundecal" method?

If you must know, I'm trying to script a zombie that explodes in a cloud of blood when you kill him.

"There's more to life than being really, really, ridiculously good looking." - Derek Zoolander

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