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FPSC Classic Scripts / poltrogiest like behavior script

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Lucidx
15
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Joined: 22nd Jul 2009
Location:
Posted: 25th Jul 2009 03:17
I need a trigger zone to make every item in a certain room stacked neatly in the center of the room. is this even possible?

Lucidx
Kravenwolf
15
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 25th Jul 2009 09:42
Why don't you just stack them in the center of the room in the first place?

Otherwise, you could create two types of each model in the room (all named A and B). The A models would be the models in the room laid out as in a typical room fashion. And all of the B models would be the models stacked in the center of the room. Have the trigger zone make all of the models named A fade out when activated, and then spawn all of the B models in the center of the room.


Kravenwolf

Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 25th Jul 2009 16:55 Edited at: 25th Jul 2009 16:56
...Kravenwolf's solution would be your very best bet, for pulling off this illusion.

It would provide tremendous flexibility (important to keep the illusion from becoming
predictable and stale
), and would function flawlessly each and every time...

Nice one, Kravenwolf...

Lucidx
15
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Joined: 22nd Jul 2009
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Posted: 25th Jul 2009 21:54
I'm having trouble doing this, I was looking for an apropriet action in the ocfpsguide but I couldn't find 'destoyifused' (wich would be a handy counter to 'activateifused'

Anyone have any idea what calls I should use to make entitys disapear?

Lucidx
shadowfire
15
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Joined: 24th Mar 2009
Location: England
Posted: 26th Jul 2009 16:16
i have an idea.
set it like kravenwolf's, so one set dissapear when the other spawns, but have so a light turns off during the time.
I'll have a go at this myself, and if i find something, i'll tell you.

Coming soon: what lies beneath.
check out the official thread: http://forum.thegamecreators.com/?m=forum_view&t=153893&b=25
shadowfire
15
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Joined: 24th Mar 2009
Location: England
Posted: 26th Jul 2009 16:46
hm... i'm having only one problem.
i can't get the A boxes to destroy, same as lucidx.
i'm sure there must be some obvious missing command. any help?

Coming soon: what lies beneath.
check out the official thread: http://forum.thegamecreators.com/?m=forum_view&t=153893&b=25
Lucidx
15
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Joined: 22nd Jul 2009
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Posted: 26th Jul 2009 21:26
well heres a bit of a workaround, you have a normal set of entitys in a room with a door. make sure that the player pases through that room and the room is layed out so that its entitys are noteable.

after he passes through the room you could make the lights go out and the door behind you closes. When you turn your flashlight on, all the entitys from the other room are in center of the room your in (sans 1 table that should block the door to prevent you from seeing the entitys still in the other room).



Kind of like this
1. Player passes through dining room and out the door.
2. He begins walking down a narrow coridor.
3. He opens the door at the end of the coridor and walks into the room)
4. The room apears empty except for some furniture and a moldy matress.
5. As he aproaches the middle of the room the lights go out and he hears strange thumping noises
6. He pulls out his flashlight and notices that everything from the dining room in stacked right infront of him! and the door behind him seems to be blocked from the other side.

Lucidx
knxrb
FPSC Tool Maker
16
Years of Service
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 26th Jul 2009 21:37 Edited at: 27th Jul 2009 16:08
Maybe have each box with a script, the script checks if a variable is a certain value and if it is it destroys the box.

knxrb

shadowfire
15
Years of Service
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Joined: 24th Mar 2009
Location: England
Posted: 26th Jul 2009 21:41
hmmmm...

Coming soon: what lies beneath.
check out the official thread: http://forum.thegamecreators.com/?m=forum_view&t=153893&b=25

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