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FPSC Classic Scripts / Object spawn delay

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Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 3rd Aug 2009 21:51
Hi there.

Can someone please point out what I'm doing wrong here? These objects are spawned using a triggerzone, but the delay refuses to work. I must be missing something stupid, I've had it work plenty of times before.

The triggerzone script is "Plrinzoneactivateused".

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Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 5th Aug 2009 03:00
Cmon guys, help me out here. I've even shoved the delay to 1000 just to see what happens and it still appears instantly. I think I'm doing this all wrong.
Apple Slicer
16
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 5th Aug 2009 08:34
Max at any time
maximum.

Not sure. that is strange, maybe make those 1?

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Hockeykid
DBPro Tool Maker
17
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Joined: 26th Sep 2007
Location:
Posted: 5th Aug 2009 08:46
3 is not very long for a delay make it like 3000

Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 5th Aug 2009 13:09
Quote: "3 is not very long for a delay make it like 3000
"


Hi there.

I know that this wasn't a very long delay. I originally thought it was in seconds, then read it was in frames. And so, as i've said, I set it to 1000 and it made no difference.
zeza
16
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Joined: 27th Jun 2008
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Posted: 5th Aug 2009 18:38
Try taking it off the delay and setting the max at any time slot and the maximum spawn slot to 1.
Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 6th Aug 2009 02:41
Thanks for the suggestion, sadly didn't work.

Is there a script I could use instead that would allow me to set a timer before the object spawned?
Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 7th Aug 2009 02:25
I attempted to edit the appear1 script with a timer, however, the script only seems to handle transparency. The script itself doesn't seem to trigger the spawning of the object. If anyone has any suggestions please let me know.
ace93
15
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Joined: 22nd Feb 2009
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Posted: 8th Aug 2009 00:58
maybe you should edit the plrinzoneactivateused script. Adding this one a timer.
tell me if this works
zeza
16
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Posted: 8th Aug 2009 02:17 Edited at: 8th Aug 2009 04:18
try this in the appear, it will give the illusion of a spawn

:state=0:setalphafade=0,state=1
:state=1,activated=1:setalphafade=100,runfpidefault
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 8th Aug 2009 02:35
I think the SpawnDelay counts from when the game initializes, not from when it's activated. Do not quote me on this though, I'm not entirely sure.

It's not the world that turns against you, it's you that turns against the world.
ace93
15
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Joined: 22nd Feb 2009
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Posted: 8th Aug 2009 16:04
I surely would like to know how to fix the "plrinzoneactivateused" script to include a timer as it doesnt work with the delay set in fpsc, and by the looks of it Im not the only one with this problem.
Butt monkey
17
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Joined: 7th Dec 2006
Location: Scotland
Posted: 8th Aug 2009 16:28 Edited at: 8th Aug 2009 16:28
I don't know why I didn't think of editing the plrzoneactivateused script myself xD

Thank you Coffee Grunt who also suggested this and provided a script

ace93
15
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Joined: 22nd Feb 2009
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Posted: 8th Aug 2009 20:10
yes thanks a lot Coffe Grunt

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