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 / script doesn't work

Author
Message
Leon Kennedy
16
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 17th Nov 2008 22:18
Leave it to ply to figure it out.

Now, if you want it to look like it's going through thin air, use the invisible wall that is out here somewhere on the forums.
maikyy
16
Years of Service
User Offline
Joined: 29th Jul 2008
Location: between my front and back door
Posted: 17th Nov 2008 22:40
oh man good idea
but then when i want to jump of, i jump against the air
but i am lucky happy enough with ply's idea
now i can go on with my game

sorry for my bad english (i am dutch)
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 21st Nov 2008 08:26
Glad I could help!!!

I was just trying to think of a reason why yours wasn't working and mine was, and then I realised that in mine... the platform went through a narrow hallway, meaning it was always moving through a grid space that had a segment on it.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
maikyy
16
Years of Service
User Offline
Joined: 29th Jul 2008
Location: between my front and back door
Posted: 21st Nov 2008 11:20
lol i'm glad you found it out

sorry for my bad english (i am dutch)
piXX3D
17
Years of Service
User Offline
Joined: 27th Mar 2007
Location: Nowhere
Posted: 21st Nov 2008 21:48


You got it to work with the whole wall thang...

I've tried everything you have, and the wall beside thing, and now I'M getting it too! STILL!

NOOOOOOOOO!
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 21st Nov 2008 23:20
@piXX3D:

Let's see a screenshot of where your platform is and what the segment around it look like.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
piXX3D
17
Years of Service
User Offline
Joined: 27th Mar 2007
Location: Nowhere
Posted: 22nd Nov 2008 13:31 Edited at: 22nd Nov 2008 13:32
Ply, thanks for offering to help.

Attached is the screenshot.

Again, like maikky, I don't need the platform on the floor. It is above a pit of spikes. In my case, I'll show you the script I have going:



EDIT: I forgot the code, it's now in, above.

It's from the community guide but adapted so it leaves before the player gets on it.

I want the lift to move away when the player is 100 units away from it (I believe that is about 1 segment? Or am I wrong?).

What actually happens is when the player is about 1 segment away, the lift suddenly blinks and instead of following the nearest waypoint, it just rotates 180 degrees to face the other way.

It then does nothing after that...

Hmmm. GAH!

I'd really be ecstatic if this could be fixed... its for the Xmas competition after all, so that would be good...

Wait a moment... I'm not actually using an antigravity platform. I'm using one of the lifts from WWII because I think it fitted the scene better. Although that still shouldn't make a difference...

Attachments

Login to view attachments
maikyy
16
Years of Service
User Offline
Joined: 29th Jul 2008
Location: between my front and back door
Posted: 23rd Nov 2008 00:03
Quote: ":state=0,plrdistwithin=100:state=1,norotate=1
"

here it is i think the :state=1 isn't correct because there isná another state=1 in the script,
i think you have to change :state=1 to :waypointstate=0

but i could be wrong(i don't know much about scripting)

sorry for my bad english (i am dutch)
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 23rd Nov 2008 01:02
Add a "state=1" condition to each of your waypoint lines first... that'll prevent future problems from coming up.


After that..... try replacing the WWII lift with the antigravity platform... it may be because the WWII lift was modelled differently with different limbs and whatnot than the antigrav lift.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
piXX3D
17
Years of Service
User Offline
Joined: 27th Mar 2007
Location: Nowhere
Posted: 23rd Nov 2008 11:16
I'm gonna become known as the biggest n00b on the boards if I keep mis-checking my scripts...

Honestly, what an idiot!

I'll give it a go, thanks to both of you.
piXX3D
17
Years of Service
User Offline
Joined: 27th Mar 2007
Location: Nowhere
Posted: 23rd Nov 2008 13:59
Well after adding in the :state=1 it doesn't rotate randomly anymore. Instead... it just doesn't do anything.

The antigrav lift does the same thing.

The antigrav platform: YAY! IT WORKS!

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 23rd Nov 2008 20:43
Hmmm, if the platform worked and the lifts didn't.... then it may be a model difference. I know that the platform needed a limb in order to follow waypoints correctly. Perhaps the lifts don't have this limb.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.

Login to post a reply

Server time is: 2024-11-24 16:25:19
Your offset time is: 2024-11-24 16:25:19