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FPSC Classic Scripts / Enemy's death spawn item

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1+1=3
17
Years of Service
User Offline
Joined: 6th Aug 2007
Location: In bed. lazy lazy me...
Posted: 2nd Jul 2009 20:06
Yes i did search and i could find anything of use :/

I want to have an enemy on the other side of a spike pit that when killed will spawn an item (a bridge) and so you can cross, is there anyway to do this, or anybody willing to do it?

Thanks


1+1=3

Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 3rd Jul 2009 06:39
Place the character and set his AI Appear for appearwithheadshot.fpi, otherwise it will be hard to kill him from a distance.

Then set his Always Active to YES

Then set his destroy script to this


Place the Bridge and make sure it is named bridge like in the picture attached.

I also highlighted in yellow the settings for the spawn.

Have Fun!

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DocSpoc
15
Years of Service
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Joined: 25th Jun 2009
Location:
Posted: 3rd Jul 2009 16:18
I have use of this script aswell, however, can I get the script to spawn a key off a dead enemy instead of a bridge?

Bloodshot eyes since 1995.
Can't build game? http://forum.thegamecreators.com/?m=forum_view&t=143035&b=24
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Jul 2009 02:07 Edited at: 4th Jul 2009 02:09
Quote: "can I get the script to spawn a key off a dead enemy instead of a bridge?"

It can spawn any entity that is capable of spawning. (markers like sound zones can't spawn)

State=0 sets the target name...

:state=0:settargetname=bridge,state=1

...here the name is "bridge", but it could be an entity that has been set up to spawn.

They can be set for whatever AI they need for their function.

1+1=3
17
Years of Service
User Offline
Joined: 6th Aug 2007
Location: In bed. lazy lazy me...
Posted: 4th Jul 2009 02:55
Quote: "Place the character and set his AI Appear for appearwithheadshot.fpi, otherwise it will be hard to kill him from a distance.

Then set his Always Active to YES

Then set his destroy script to this + Code Snippet

;Artificial Intelligence Script

;Conjured

desc = bridge on death

;Triggers

:state=0:settargetname=bridge,state=1

:state=1:activatetarget=1,state=2

:state=2:destroy

;End of Script



Place the Bridge and make sure it is named bridge like in the picture attached.

I also highlighted in yellow the settings for the spawn.

Have Fun!"


Thanks a LOT CE this will help very much. =]


1+1=3

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