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FPSC Classic Scripts / triggering a respawn

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denmengrel
14
Years of Service
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Joined: 18th Mar 2010
Location:
Posted: 20th Apr 2010 18:42
Im trying to get an entity to respawn only after another trigger.
EG.
The object is to repeat a sequence of kills
1.I kill enemy #1
2.enemy #2 spawns
3......etc.
4.after the last enemy #1 respawns.
I can get the list of entities to spawn using activatetarget,but I cant get the first one to respawn.
It will either respawn as soon as it dies or not respawn at all.
Pandagamesorg
14
Years of Service
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Joined: 12th Dec 2009
Location: check your moms room :D
Posted: 21st Apr 2010 00:45
I know that making the enemies not spawn at start then activate them makes them spawn but for the respawn just put another enemy where he "respawns"
denmengrel
14
Years of Service
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Joined: 18th Mar 2010
Location:
Posted: 21st Apr 2010 15:49
With your method I would have to place a huge amount of enemies in each of the spots.
(An entity can respawn instantly after a kill or respawn after a time delay.)
Im looking for a method that the respawn will wait for some kind of trigger.
This could be used for many other purposes.
Eg. a "portal" or "creature generator" where any time the player hits a switch an entity appears.
The Storyteller 01
15
Years of Service
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 21st Apr 2010 19:00
There is a very basic problem behind that: A respawn is NO entity on its own therefore its impossible to trigger the respawn. You can only activate/deactivate the whole entity.

Mo idea if this actually works but its an idea for the creature main script:
state=0:timerstart,state=1
state=1,timergreater=10000,destroy,activate=0

If the spawn is destroyed and the entity deactivated in one go it should wait to be triggered again by a switch.

Of course the entity is destroyed even without the player killing it so its use would be limited even if it works :/

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

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