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FPSC Classic Scripts / Make people disappear when you come closer (HELP!!)

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Tomas Forum
FPSC Reloaded TGC Backer
15
Years of Service
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Joined: 20th Apr 2009
Location: The Netherlands
Posted: 20th Apr 2009 21:40
Hi, i'm creating a horror game now in FPSC X9,
If i run up a staircase, i'll see a woman with her back turned to me... when i come closer i want her te disappear...
Can anyone help me? I thought about a trigger zone, but i don't know actually what to do now.
Please help, thank you!

Tomas
Leon Kennedy
16
Years of Service
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 20th Apr 2009 22:14
Check the community guide. There is a tutorial of sorts on something similar to this that may actually help you and point you in the right direction on how to do this.

Priest of the Church of Joe Wood
JunckMAn
16
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Joined: 23rd Apr 2008
Location: JunckLAnd
Posted: 25th Apr 2009 15:18
try for main script whatever it is for shooting
for shoot scrip disappear.fpi or some other you want from destroy scripts.

worked good for me

And u didnt believe i was russian
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Apr 2009 02:34
What you can do to give this an excellent effect is lower the alphafade of the character when the player gets close enough.

The line for this would be something along the lines of:


(This will make the alphafade of the entity decrease towards 0, causing it to smoothly fade away and disappear)


The one and only,


Hockeykid
DBPro Tool Maker
17
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Joined: 26th Sep 2007
Location:
Posted: 26th Apr 2009 02:39
Quote: "(This will make the alphafade of the entity decrease towards 0, causing it to smoothly fade away and disappear)

"


That would work but wouldn't the collision still be on for the entity? or will it be destroyed?

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Apr 2009 02:42
I only gave him part of the solution, hockeykid. He asked how to make them disappear, so I did.... did I not fulfill the requirements?


If you give them all of the code at once, they won't fully understand the reasoning behind having all of that code. And if they do... they would have known how to do it themselves in the first place. So in either case, I'm not treating him like a newb by putting it all out there for him with the assumption that he couldn't do it, and I'm not denying him a learning experience.


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Hockeykid
DBPro Tool Maker
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Joined: 26th Sep 2007
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Posted: 26th Apr 2009 03:21
Quote: "I only gave him part of the solution, hockeykid. He asked how to make them disappear, so I did.... did I not fulfill the requirements?


If you give them all of the code at once, they won't fully understand the reasoning behind having all of that code. And if they do... they would have known how to do it themselves in the first place. So in either case, I'm not treating him like a newb by putting it all out there for him with the assumption that he couldn't do it, and I'm not denying him a learning experience.
"


Good point, i said that because i had thought that maybe you were in a rush and forgot the last part or something.

john schwarcz
User Banned
Posted: 26th Apr 2009 04:34
so how could we turn collision off ? (probably in another thread, but i bet its just a simple easy click of a button so i hope its not a problem to ask it here anyways (he's probably wondering too)) thanks

shadow666
Plystire
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Apr 2009 21:11
Collision can be turned off with the "coloff" command, and turned back on with the "colon" command.


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john schwarcz
User Banned
Posted: 27th Apr 2009 00:43
wouldnt this effect all the charecters?

shadow666
Hockeykid
DBPro Tool Maker
17
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Joined: 26th Sep 2007
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Posted: 27th Apr 2009 00:59
Quote: "wouldnt this effect all the charecters?"


Nope. just use this




john schwarcz
User Banned
Posted: 27th Apr 2009 01:48
ok thanks

shadow666
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 27th Apr 2009 04:24
Or, if the player should never be able to collide with the entity, you can have it turn collision off in the script's "initializing" state.


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