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FPSC Classic Scripts / Collision OFF on charracter?

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Night Raven
16
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Joined: 7th Mar 2008
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Posted: 27th Dec 2008 22:37
Hi all,

I have already search for this problem but I doesn't found a solution for a charracter (here, a alligator)

help please



Project: Resident Evil: Escape! W.I.P.
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 27th Dec 2008 22:48 Edited at: 27th Dec 2008 22:51
coloff

That is the fpi scripting action to turn an entity's collision off.
You can find an example of its usage in the doorremote.fpi script in your scriptbank.
Placing it in state=0 would be a way to set it for a constant effect.

:state=0:coloff,state=1

Night Raven
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Posted: 28th Dec 2008 01:22
ok thanks I will try

Project: Resident Evil: Escape! W.I.P.
Night Raven
16
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Posted: 28th Dec 2008 01:43
Hmmm my alligator can't move when I add this line, but he don't have collision


Project: Resident Evil: Escape! W.I.P.
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Dec 2008 02:08
Try raising him slightly above the ground and see if he moves then.


The one and only,


Night Raven
16
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Joined: 7th Mar 2008
Location:
Posted: 28th Dec 2008 02:23
I have already do it, he is stuck on the ground when I want to add the "coloff" line in the main script

The alligator is from Lightning bolt studio, I have change the "scale" line to 200... and now, he can't hurt me because I think the hurtzone is in the middle of him
So I try to found how he can hurt me when I'm close to his mouth

I hope you understand my problem
(sorry for my bad english )


Project: Resident Evil: Escape! W.I.P.
Hockeykid
DBPro Tool Maker
17
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Joined: 26th Sep 2007
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Posted: 1st Jan 2009 21:05
question why do you need a hurt zone for the alligator to hurt you?

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