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FPSC Classic Scripts / Multiple ifUsed Fields?

Author
Message
GraPix
User Banned
Posted: 1st Nov 2009 10:11 Edited at: 1st Nov 2009 10:16
Okay, i want an entity_1 to spawn if entity_0 dies.

If entity_0 dies - entity_1 spawns and entity_2 destroy.

This can be done using ifused field and activateifused command, we can make an entity spawn if another one dies, or we can make an entity destroy if another entity dies. But how can the both entities do their job at same time as there is only one ifused field?

So, can this be done?

If entity_0 dies - entity_1 spawns and (at the same time) entity_2 destroys.

Please reply!

Thanks.....

-GraPix

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 1st Nov 2009 12:33 Edited at: 1st Nov 2009 12:33
If your entities both need the SAME activation value, just name them both the same name and put that name in your IfUsed field and use the "activateifused" command.


But, the only other way to acheive this right now is to not use the IfUsed field.
Instead, set the target to entity_1 using "settargetname", activate it with "activatetarget", then set the target to entity_2, and activate that as well.


The one and only,


GraPix
User Banned
Posted: 1st Nov 2009 15:11 Edited at: 1st Nov 2009 15:15
Quote: "If your entities both need the SAME activation value, just name them both the same name and put that name in your IfUsed field and use the "activateifused" command.


But, the only other way to acheive this right now is to not use the IfUsed field.
Instead, set the target to entity_1 using "settargetname", activate it with "activatetarget", then set the target to entity_2, and activate that as well."


I think i was not able to make you understand what i am trying to do.

I want entity_1 to SPAWN and entity_2 to DESTROY if entity_0 dies. Is there anyway to achieve this? Any other way instead of multiple ifUsed fields (cuz i know its not possible)

Well, anyway thanks ply ur the best!

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 2nd Nov 2009 05:25
Well, I knew what you were saying, I was just saying to script entity_2 to destroy itself when it's activated, then name both of them the same name.


The one and only,


Yearcut
User Banned
Posted: 3rd Nov 2009 11:27
Thanks Plystire, i was also willing to do this... I will try that and edit my post.

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