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FPSC Classic Scripts / TurretAI-command script problems

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Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 17th Apr 2009 04:23 Edited at: 17th Apr 2009 04:24
Hey everybody. As the title says, I'm having troubles with the command script for my hallway turrets.
Here is the command script code(Please don't use this code in a commercial or contest-entry game without my express permission):

and the turrets;
#1:

#2:

#3:


Btw, this uses Ply's Mod V108.

Any help is appreciated greatly.

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General Jackson
User Banned
Posted: 17th Apr 2009 04:46
Well, we need to know the problem

My Soldier Front Account name is: Baddude32
Whats yours? I want to know!
Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 17th Apr 2009 13:27
oops.
The problem is that after I step into the triggerzone, it activates the first entity fine. But it doesn't activate the next entity after the timer reaches a set time(turret#1). And when I kill a turret the corresponding variable in the command script is supposed to set to zero.

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General Jackson
User Banned
Posted: 17th Apr 2009 23:02
yikes, i dunno i'm still learning variables.

My Soldier Front Account name is: Baddude32
Whats yours? I want to know!
Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 17th Apr 2009 23:54
Quote: "yikes, i dunno i'm still learning variables."

It took me years to learn to do variables in real-world and another year to translate it into programming/scripting.But that was just me. Anyone else have any ideas?

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Hydra
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Joined: 30th Sep 2008
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Posted: 18th Apr 2009 06:36
id like to use this script for a non-commercial game for my brothers and myself to keep busy with i am planning on making it as long as possible. and if you can fix the problems good luck to you with your project my good man i love that proximity alarm script you made too. id love to see if you can make a script for dual wielding swords like the Katana from the model pack. and a script for snipers to run and set off an alarm when you walk into their sight and you are after a period of time overrun by enemies. this project i am working on is strictly personal no public release.

Those who live by the sword shall perish by my sword
Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 19th Apr 2009 17:47
@Hydra:
Sure, go ahead. I still haven't fixed it as I have no clue what's wrong with it. Glad you liked my alarm script(that was like my first script). Dual wielding=Ply's Mod. About the sniper scenario, I'll have a look-see but no guarantees.

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Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 20th Apr 2009 03:46
Is there anyone who can help? I'm going to release it after the MOD Contest...

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Crusader2
16
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 23rd Apr 2009 21:03
Hm... This gave me the idea to write a turret script!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Dar13
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 23rd Apr 2009 21:47
Thanks...i guess.

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Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 24th Apr 2009 05:53
This part:
Quote: ":varless=$EH 1:settargetname=hllwytrrtcmd,activatetarget=7"


Won't be executed. The moment the entity's health reaches 0 or below, the "Destroy AI" is executed. Put your activation code in the turret's Destroy script.


As for not activating the next one in line... are you sure the "animationover" command is working properly? I've never used that before. I've always done single animations using the incframe, frameatend, etc. commands.


I've looked through your scripts and it all seems to be in order.


The one and only,


Dar13
16
Years of Service
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 24th Apr 2009 13:10
Thanks Ply. I'll try all the animation with frameatend instead of animationover.

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