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FPSC Classic Scripts / Fenix Mod Explosive Satchel Script

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freak of nature 64
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Posted: 27th Nov 2009 04:20
Here it is!

I have been working on it and... it doesn't work. I can't figure out what is wrong, so any help would be great!

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PW Productions
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Posted: 5th Dec 2009 03:02
How is it not working? From the seems of it, looks like you can't use the '7' key. Unless you're using the numpad? I'd love extra info

PWP

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 5th Dec 2009 03:22
Quote: "and detonate with 7"
?????

you use scancodekey #25 to explode that is the "P" key

Quote: "scancodekeypressed=25:explode"


State is equal to 7.

PWP is right if using the numeral 7 then you need to use the numberpad

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OliveTreeGames
Hockeykid
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Posted: 5th Dec 2009 04:03
as far as i know this won't work due to the way the "explode" command was written but to confirm this I would ask FLATLANDER.(as he did write it)

Earthpig_jr
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Posted: 5th Dec 2009 04:59 Edited at: 5th Dec 2009 05:29
well what i am thinking is the problem is that well i have never heard of an explode command but i might be mistaken, anyway i have a solution.
ok first for your destoy script choose flamable.fpi.
Second make this your main fpi



and make the satchel charge explode or...
Make it so you dont pick it up but simply lift it with right click(think thats how you lift things) to put it where you want it. then have you press "s" to charge it like this


then set its explode damage to what you want

But that is as much help as i could give you because i dont use fenix mod... Sorry
Flatlander
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Posted: 5th Dec 2009 06:31
I'll take a look at it. I'll use the stock brief case full of money as the "satchel".

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OliveTreeGames
Flatlander
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Posted: 5th Dec 2009 07:21 Edited at: 5th Dec 2009 07:34
I have not been able to create a successful script using playertake/playerdrop and then an explode. I suppose if I work long enough with it I might be able to come up with something. However, the command itself does work using a trigger zone. The following code is what you would put with the main AI of the entity you want to explode.



The attached download is an fpm file with the briefcase and the trigger zone. Walking into the trigger zone explodes the briefcase.

There might be something that happens when the entity is picked up and then dropped that prevents the explode command to work. Oh, BTW, change the command to Fenix mods command word.

Yes, it would be cool to be able to pick up something and drop it where you would like to have it explode. When I have more time will look at it some more.

EDIT:

I did a quick check by setting up a trigger zone that has the following code in it Main AI:



The TZ has briefcase in the ifused setting. Pressing the key will explode the briefcase. So, my guess right now is something happens with the using playertake/playerdrop. My first guess is that it is messes up (changes) the index for the entity. Or the state is not being set properly and therefore the line of code is not being executed. There needs to be more trial and error with the code placement.

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OliveTreeGames

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Flatlander
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Posted: 5th Dec 2009 21:53
I was able to get the explode command to work with playertake/drop. However, the player is right on top of the dropped entity. Here is the test code for this:


I'm using rpg mod so I can use the quicktext command to help in the debugging. Don't worry about my use of the commands "activate" and "activated". They aren't needed but I was checking out if other commands work. You see "scancodekeypressed" doesn't seem to work after a playerdrop. The following code is similiar to the above except I use a key press command.



You will notice I just went to another state in order to use the key press command. Doesn't work. Won't explode.

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OliveTreeGames
freak of nature 64
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Posted: 5th Dec 2009 22:08 Edited at: 5th Dec 2009 22:09
Quote: "as far as i know this won't work due to the way the "explode" command was written"

In my experiences with the command, it works pretty much like it sounds. An example, two line script:
It works like it looks.

But the satchel script, worked (somewhat) with the line
Quote: ":state=7,scancodekeypressed=25:explode"
changed to
Quote: ":state=7,scancodekeypressed=35:explode"
. It explodes as you drop it, though.

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freak of nature 64
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Posted: 5th Dec 2009 22:10 Edited at: 5th Dec 2009 22:17
Make that
Quote: ":state=7,scancodekeypressed=35:explode"
.
Maybe Ply could help...

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Hockeykid
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Posted: 5th Dec 2009 23:17
instead of scancodekeypressed use keypressed=35 1


scancodekeypressed is terrible

zeza
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Posted: 5th Dec 2009 23:26
Try this, it worked for me


Hope This Helps
freak of nature 64
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Posted: 5th Dec 2009 23:44
Zeza, I love you!

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zeza
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Posted: 5th Dec 2009 23:57
Glad I could help

Hope This Helps

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