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FPSC Classic Scripts / Waypoint question

Author
Message
Mr illusionest
15
Years of Service
User Offline
Joined: 5th Mar 2009
Location: Cairo , Egypt
Posted: 7th Jun 2009 17:09
I am making a game , 1st level is a sniper shooting enemies from a building .
I tried to script two soldiers , when the first is dead he activates the second , the second walks in a waypoint to see what happened , and when he gets to the end of the waypoint the alarm sounds and hud appeares , and after 5 seconds new game is made.
here are the two soldiers scripts:
Activator:

Activated(named S1):


The scripts didn't work , please help.

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 7th Jun 2009 18:29
Quote: ":waypointstate=0:animate=5,waypointstart
:waypointstate=3:animate=5,waypointnext
:waypointstate=4:animate=5,waypointrandom
:waypointstate=5:animate=5,waypointreverse
:state=0:settargetname=S1,state=1
:state=1,shotdamage=10:activatetarget=1
"


...you're making reference to a tracking target, rather than an activation target.

Hint: The If Used and Spawn settings in Properties is crucial to making this viable.

Get back under the hood, and tweak a wee bit more, and you'll get there...

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