Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / spawn entity by other entity

Author
Message
joiund
14
Years of Service
User Offline
Joined: 13th Jan 2010
Location:
Posted: 11th May 2010 18:24
what i want to do is when i kill an enemy anther enemy spawn . the enemy properties doesn't have (if used) so i pot it in the fpe file under the ai as the guide say and in the destroy i used destroyandactivate script and the other enemy spawn at start to no
and i shagged its name to 2 (what i used in the fpe ifused=2)
but it never work .
help ples

Demon Stone Cold
CrescentMoon
14
Years of Service
User Offline
Joined: 28th Apr 2010
Location:
Posted: 11th May 2010 18:32
I'd need to see the script to check, but I'm learning so I might not be of much use :/

[WIP] Paranorma Chapter 1, The Beginnings
Level 1: The Lobby - 25% Complete
joiund
14
Years of Service
User Offline
Joined: 13th Jan 2010
Location:
Posted: 11th May 2010 21:06 Edited at: 11th May 2010 21:07
ok this is the fpe script



and the destroy script



Demon Stone Cold
bobochobo
16
Years of Service
User Offline
Joined: 9th Jul 2008
Location: My house, in the middle of my street
Posted: 11th May 2010 21:40
The .fpe doesn't matter. The .fpe describes the entity to the engine, the .fpi is it's intelligence.

Your post makes no sense: '' the enemy properties doesn't have (if used) so i pot it in the fpe file under the ai as the guide say and in the destroy i used destroyandactivate script and the other enemy spawn at start to no''

You ''shagged'' the enities name to 2?

You could make it so when the enitiy dies the global variable is set to 1 and the other entity spawns when the global variable is equal to 1, and then decreases the variable by 1.

Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 11th May 2010 23:51 Edited at: 11th May 2010 23:57
Try something like settargetname=x and activatetarget=1, like...



...of course, you will have to set Spawn at Start to NO for the entity being spawned and make the other adjustments for spawning, but that is a given. (just reminding)

   Conjured Entertainment

 WARNING: Intense Madness
joiund
14
Years of Service
User Offline
Joined: 13th Jan 2010
Location:
Posted: 12th May 2010 00:33
thank you Conjured Entertainment it works i changed the line in your script nameofentitytospawn to the name of other entity
But can i spawn more than one entity but not the same lets say 3 deferent entity

thank for your help

Demon Stone Cold
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 12th May 2010 00:43 Edited at: 12th May 2010 00:47
Quote: "But can i spawn more than one entity but not the same lets say 3 deferent entity "

Yes
...


..you already know to change those names accordingly.

lol

*waves*

   Conjured Entertainment

 WARNING: Intense Madness
joiund
14
Years of Service
User Offline
Joined: 13th Jan 2010
Location:
Posted: 12th May 2010 13:06
thank you man for you help it works thank

Demon Stone Cold

Login to post a reply

Server time is: 2024-11-25 00:26:29
Your offset time is: 2024-11-25 00:26:29