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FPSC Classic Scripts / Showing objectives like in Splinter Cell Conviction

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Delusional Games
14
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Joined: 2nd Oct 2010
Location: Serbia, Sometimes Finland
Posted: 4th Nov 2010 18:49 Edited at: 4th Nov 2010 22:19
Since I just began learning scripting i tried to make one to show objectives on the walls, using wall entity`s and activateifused action. So the player steps in the trigger zone, small hud appears telling him he has a new objective and pressing TAB, the entity with objective texture is spawning on the wall and hud disappears


And everything works fine except that the entity is not spawning.
What did I did wrong???

Every help is ...helpful

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
Delusional Games
14
Years of Service
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Joined: 2nd Oct 2010
Location: Serbia, Sometimes Finland
Posted: 4th Nov 2010 18:50
I putted script in quote instead of code.
I`m sorry!!

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
zeza
16
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Joined: 27th Jun 2008
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Posted: 4th Nov 2010 20:34
I remember something like this being in the manual, in the docs folder of your FPSC
Quote: "I putted script in quote instead of code."

You can edit your original post by clicking the edit post button underneath where it says your location

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
BlackFox
FPSC Master
16
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 4th Nov 2010 20:50
Quote: "And everything works fine except that the entity is not spawning.
What did I did wrong???"


Two things off the top of my head...

In the entity properties that is to spawn, ensure that Spawn at start is set to No.

In the trigger properties, ensure the name of the entity is in the IfUsed field. In other words, if the entity name is Crate01, put Crate01 in the trigger IfUsed field.

- BlackFox

RPG Mod- Create a world full of adventure
Delusional Games
14
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: Serbia, Sometimes Finland
Posted: 4th Nov 2010 21:15
Quote: "In the entity properties that is to spawn, ensure that Spawn at start is set to No.

In the trigger properties, ensure the name of the entity is in the IfUsed field. In other words, if the entity name is Crate01, put Crate01 in the trigger IfUsed field.
"

The only problem is that I did both. And yet its not working.

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 4th Nov 2010 21:30 Edited at: 4th Nov 2010 21:43
The next thing that comes to me is that the entity must be dynamic, not static.

**ADDED**

I tested the script you had in the first post. I put in the Trigger's main AI, put sign in the IfUsed field. Then I placed a sign on a wall, set it to dynamic, and set the Spawn at Start to No.

Ran a test. As I hit the zone, the hud came up. I pressed Tab and the sign spawned on the wall, so it does work. As I moved away from the zone, the hud faded out. I assume that is the result you were looking for.

- BlackFox

RPG Mod- Create a world full of adventure
Delusional Games
14
Years of Service
User Offline
Joined: 2nd Oct 2010
Location: Serbia, Sometimes Finland
Posted: 4th Nov 2010 21:58
Now it works but... O.o I did everythilg like last time. (Maybe I forgot something before.) Thanks for help BlackFox, Now I`m working to make this script appear only once when the player steps in the trigger zone, and to be destroyed after that.
Greets

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L

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