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FPSC Classic Scripts / Trying tp set up a script so Colonel-X doesn't hear me

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Skynet Games
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Posted: 3rd Jun 2009 00:10 Edited at: 3rd Jun 2009 00:46
Ok. what i am doing is working on a game. But my problem is, i can't seem to find the .fpi script needed to turn colonel-x's awarness off, or make him not notice me on till i pick up a gun. The problem with this is, even though i have his "Always Active" set to "No" and i have a trigger box set up on the weapons so that if i pick them up he will hear it. But it's not working and i am trying a few methods, one being setting the trigger box on the weapons and so forth and turn colonel X off. Doing so i was hoping it would turn his awarness off on till he herd the sounds of the guns being picked up hens causing the trigger box to trigger him to activate.

But when i test the game, there he is, cocked locked and ready to roll. Blesten at me before i even pick up the weapons, so i am a little lost as to what to do, can any one help me out here?

Another question i have is, how can i make or find a script ware the AI doesnt start blasten ya, like an AI script thats on YOUR side..

We create games of tomorrow so you can play for the future
Skynet Games
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Posted: 3rd Jun 2009 02:58
Come on guys, surly you might know something on how to correct this problem? i don't mean to speam my thread, but a little help would be nice.

We create games of tomorrow so you can play for the future
Skynet Games
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Posted: 3rd Jun 2009 04:35
Come on! do any of you know? for crying out loud, you take the time to read my post. But don't post anything? i looked for some tutorials but not having much luck, either im not looking in the right place. OR there arent any tutorials about what im looking for exactly.

We create games of tomorrow so you can play for the future
Apple Slicer
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Posted: 3rd Jun 2009 04:46 Edited at: 3rd Jun 2009 04:47
Maybe wait a bit? These forums, like all forums, have slow points.

EDIT: Can you reword what you are trying to accomplish. I can't understand what you are asking.

,thanks.

Skynet Games
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Posted: 3rd Jun 2009 04:47 Edited at: 3rd Jun 2009 04:49
oh... thought i was waiting longer... sorry...

basically im having trouble trying to get the tigger zone to work. Colonel X always is ready for me when i spawn in the game to test it out. What i am trying to do is set it up so if i pick up my ak74, he hears it and swings right around.. but doesnt notice me if i dont pick it up. Same goes for some keys i am working on..

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Apple Slicer
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Posted: 3rd Jun 2009 04:50
Well, most people on here, including myself, has school to deal with. Finals are coming up in classes...yuck.

Skynet Games
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Posted: 3rd Jun 2009 04:52
I remember those good ol days haha. Could you help me with this problem at all?

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Apple Slicer
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Posted: 3rd Jun 2009 05:02
So, maybe could you take a screenshot of the level in the editor of your desired setup?

Skynet Games
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Posted: 3rd Jun 2009 05:08
This is the level i cam currently working on.

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Apple Slicer
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Posted: 3rd Jun 2009 05:15 Edited at: 3rd Jun 2009 05:15
Okay, so what happens exactly? Once you pick up the gun, the badguy flips out?

I'm sorry, I am confused...

Skynet Games
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Posted: 3rd Jun 2009 05:21
Once the gun is picked up (Or a key, which ever makes more sense) It causes the trigger zone to kick in and activate Colonel X and make him react. Because basically, the player (me) is trespassing in a HIGHLY classified facility

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Apple Slicer
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Posted: 3rd Jun 2009 05:32
Okay, so, because you passed in the zone, unauthorized, he has orders to shoot?

Skynet Games
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Posted: 3rd Jun 2009 05:40
Yes, now im trying to find out how to set up the trigger zone so he reacts if i pick up the key.

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Apple Slicer
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Posted: 3rd Jun 2009 05:41
I got ya now. I have an idea...why dont you code a script using global varibles? Idk, ill look into it later here.

Skynet Games
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Posted: 3rd Jun 2009 05:44
ok cool, but i dont know a thing about scripting.

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Apple Slicer
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Posted: 3rd Jun 2009 06:04 Edited at: 3rd Jun 2009 06:05
Well, FPSC scripting is kinda like puzzles. Have you ever programmed in another language, like Java, or Visual basic?

Basically, you got conditions, and actions. So if this happens, than that happens. Thats Fpsc's scripting.

I can teach you via email if you want, when I find some more time on my hands. Once you understand scripting, fpsc looks very different.

Skynet Games
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Posted: 3rd Jun 2009 06:05
You would be willing to be my teacher?

We create games of tomorrow so you can play for the future
Apple Slicer
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Posted: 3rd Jun 2009 06:06 Edited at: 3rd Jun 2009 06:15
Sure. Just drop me an email.

EDIT: I may not answer for a bit here cause school, I will see what i can do when I can.

Bibo4PC
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Posted: 3rd Jun 2009 08:30 Edited at: 3rd Jun 2009 08:32
here's a solution using ply's mod, in the main AI script add the condition that checks if the player has a weapon before plrcanbeseen (can't remember it exactly but u'll find it in the guide)..

if u don't wanna use ply add the weapon in a trigger zone, name a variable and set it's value to 0 at the begining, when the player steps in the trigger zone set the variable to 1 and again add the condition that the variable equals one with plrcanbeseen..


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Bugsy
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Posted: 3rd Jun 2009 18:17
i think you want colX to just stand there until you pick up a weapon.

you can do this by a plrdistwithin command. put the weapon as far as the distance you want to be when he attacks you. forget the trigger zone.
Skynet Games
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Posted: 3rd Jun 2009 20:11
OK! here is my pre-alpha game, called DARK SOLDIER. its basically a virus, zombie, mystory, type game. but its still in its pre alpha stages, i want you all to test this out and tell me what you think.It took me all day and all night to make this

http://rapidshare.com/files/240352673/New_WinRAR_archive.rar.html

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