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FPSC Classic Scripts / Trigger a trigger.

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TheCoolGuy
14
Years of Service
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Joined: 9th Apr 2010
Location: Australia
Posted: 15th Apr 2010 16:41
Would it be possible to make a trigger, activate another trigger. Eg. You walk into a room, walk through a trigger inside of the room, which would make the trigger at the door active, then go back through the door and trigger the activated trigger?

If that made any sense then would it need a seperate script or could it be done in the editor w/o any custom scripts?
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 15th Apr 2010 19:05 Edited at: 15th Apr 2010 19:07
Unfortunately, no. You can use a trigger to spawn or trigger a win zone or dynamic entity, but you can't trigger a trigger. However, you can spawn a trigger via an entity. For example, I have a map that the player picks up and spawns a trigger. In the properties for the map, under AI Automated IF Used field, I put in the name of the trigger. Then in the properties of the trigger under AI scripts Start, I use the appearifactivate.fpi script. So the way it works is when the player enters the room, they pass the trigger which has not been activated. When they pick up the map, it then spawns the trigger and when they go back out of the room, the trigger runs.

So in your example, the player could enter the room and pickup an object, which could spawn your trigger at the door.

- BlackFox

TheCoolGuy
14
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Joined: 9th Apr 2010
Location: Australia
Posted: 15th Apr 2010 19:55
Thanks BlackFox, I'll try that out.
Bootlicker
15
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Joined: 29th Mar 2009
Location: Germany
Posted: 15th Apr 2010 20:51
That is basically what I do....
TheCoolGuy
14
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Joined: 9th Apr 2010
Location: Australia
Posted: 16th Apr 2010 10:55
Hmm... Another question but I don't want to make another thread, are you able to activate a trigger by killing an entity?
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 16th Apr 2010 17:54
In what we discussed earlier, yes you could. In the properties for the entity, under AI Script Destroy field, you can use destroyandactivate.fpi (found in scriptbank\destroy folder). Make sure in the IF Uses field for the entity you put the name of the trigger, just as we discussed earlier.

- BlackFox

TheCoolGuy
14
Years of Service
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Joined: 9th Apr 2010
Location: Australia
Posted: 16th Apr 2010 18:18
Thanks BlackFox. Aprreciate your help

Have a carrot.
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 16th Apr 2010 19:11
No problem.

- BlackFox

The Storyteller 01
15
Years of Service
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 18th Apr 2010 00:04
Could you explain what you want to achieve with the triggers?

I moght have a solution but that depends on what you want the player to be able/unable, see or whatever

In case you find my grammar and spelling weird ---> native German speaker ^^

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