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FPSC Classic Scripts / Memories - Nightmares

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Brunopark09
14
Years of Service
User Offline
Joined: 7th Jul 2010
Location: Santiago de Chile
Posted: 3rd Aug 2010 05:28
Hi

I was thinking in put memories\\nightmares in my game, in this way:

Play a little video (4 seconds) showing the player faint, then transport the playe to a little level (the nightmare or memorie), and when the player is in the nightmare\\memories show a foggy hud (edge blur on the screen), i was thinking in edit the Story Zone to get the command to play the video, use this comand to show the hud



but i don\'t know how to transport the player to a room in the same map, is someone interested in help me?

-Why didn't God take gaga,justin bieber or kesha instead of Randy Rhoads, Cliff Burton or Dio?

-A good game is made of what you put in it, not of the features of the engine-
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 3rd Aug 2010 07:09 Edited at: 3rd Aug 2010 07:16
You use the same script that is used for the scifi transporter.

You need to have a small, flat dynamic entity in the room. You can even have it invisible. You name it whatever you want but you need to use it in the main script of the entity that you use to move the player.

You can use:

plrmoveifused

The name of the entity you wish to move the player to is placed in "if used" parameter of the entity used to move the player.

You can also use:

plrmoveto=x

The entity name is the "x" value of the command. No quotes.

Look at the file "transportifused.fpi" in the scriptback. Also place "teleporterin" within a test map and then look at the parameters for it. It will automatically have "Teleporter OUT" in the "If Used" parameter.

You may want to experiment with objects to use. Also, you can get stuck if you are too close to a wall and the entity forward position is facing the wall. Also, you can't get it too high either.
Another point is that transporting the player up or down levels is somewhat iffy.

If you want to have the entity appear invisible just use the following code and put it in the appear ai parameter.



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