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FPSC Classic Scripts / trigger to destroy spawned entity

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Message
Mr Game
15
Years of Service
User Offline
Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 1st Mar 2010 14:46 Edited at: 1st Mar 2010 18:40
I try with this, but this doesn't work for me:
Just set the entity (ifused) to a unique activated state, then have that activated state call the destroy from the enity's main...

I wanna make this
(player walks to door but they suddenly dissapear).
How about it?

Best
Mr Game

Insomnia is coming...
The Master Dinasty
16
Years of Service
User Offline
Joined: 14th Sep 2008
Location: Valhalla
Posted: 1st Mar 2010 15:13 Edited at: 1st Mar 2010 15:13
Please post you`re scripts in a CODE button, its annoying and makes me want to commit suicide every time somebody does that!

Anyways, cant you just put the doors health to like "999" and then if triggered then decrease the doors health by "999". It works thats how i do it you dont need to get fancy pantsy on every script

EDIT: Making a horror game are we?

-Massap2

We are the magnificent Masters, builders of pyramids.
Marc Steene
FPSC Master
18
Years of Service
User Offline
Joined: 27th Mar 2006
Location: Bahrain
Posted: 1st Mar 2010 15:57
Place the trigger zone and set the main script to plrwithinzoneactivateifused.fpi and set the IfUsed to DoorDestroy. Rename your door to DoorDestroy, and give it the following script:

:state=0,activated=1:destroy,state=1
:state=1:state=1


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Mr Game
15
Years of Service
User Offline
Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 1st Mar 2010 18:48
Thanx U both.
My game will be more than usually horror.

Insomnia is coming...

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