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FPSC Classic Scripts / Activate a named entity

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Shadowtroid
14
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Joined: 23rd Dec 2009
Location: nope
Posted: 11th Apr 2010 19:04
I am trying to get an entity to activate from another entity. What I wanted to know was, is it possible to have another entity activated as a command with no other prerequisites? As in, I can have a script like this:
without having to test if it is in a zone or something? I have tried targeting, however I cannot find a proper command for targeting named entities...

Any help would be appreciated.

zeza
16
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Joined: 27th Jun 2008
Location:
Posted: 11th Apr 2010 20:08

Like that?

Hope This Helps
Shadowtroid
14
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Joined: 23rd Dec 2009
Location: nope
Posted: 11th Apr 2010 21:30
Huh...Yes, that works. Thanks!

Seriously, I only have a list of scripting commands from mods and V1 of FPSC...I need one with all the new commands.

JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 12th Apr 2010 01:57
Have a look through the source code, theres thousands

Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 12th Apr 2010 05:37
XD

Aww, you can't expect me to read thousands of lines of source just to get a few commands. Though, to be honest, if you're still using the case structure... it's actually rather easy to get them.

However, I second his question.
All I have right now is FPI EditPad as a reference, and it would appear that Wikipedia nominated FPSC being "too unnoteworthy for our godlike webpage" so the list we had there is now down.

I'll take a look to see if I can't find what I'm looking for in the mod threads... but I'd expect there to be a list of actions and conditions available at any time in the scripting section.


To be honest, I'm a little upset that people are still griping over script requests. Saying "no where in the section desc does it say we need to allow script requests" is the same as me saying "no where in that line of text does it prohibit them". Some people can program, others can't.

That will never change.

Its not who you are or what you've done... its WHY you did it and how far you are willing to go.
If you fear speaking for yourself, make use the words of others while discovering your own voice.
zeza
16
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Joined: 27th Jun 2008
Location:
Posted: 12th Apr 2010 13:47
The Community Guide is always up-to-date on commands, http://forum.thegamecreators.com/?m=forum_view&t=131868&b=21

Hope This Helps
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 14th Apr 2010 01:56
The only problem you may run into when activating entities are characters that you spawn.
Characters that do not spawn at start will ignore activations other than =1 once you spawn them.
The fix for this is to increment a variable as a flag, which can be unique values like activation.
Then have the character check for the variables value instead of an activated state.
It is a simple work around should you run into that problem like I did.

   Conjured Entertainment

 WARNING: Intense Madness
Pandagamesorg
14
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Joined: 12th Dec 2009
Location: check your moms room :D
Posted: 14th Apr 2010 02:33
From reading it i think that could active anywhere

try this:
Shadowtroid
14
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Joined: 23rd Dec 2009
Location: nope
Posted: 14th Apr 2010 04:46
Just saying, you guys don't know what script I'm trying to do.

My question has been answered, I don't need a new script, that wasn't even my script, just an example.

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