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FPSC Classic Scripts / toggle static mode with trigger zone?

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Max VA
13
Years of Service
User Offline
Joined: 21st Feb 2011
Location:
Posted: 4th Mar 2011 21:41
Okay, well i'm pretty sure of the answer here, but i was wondering if it is possible to change the static mode of an entity with a trigger zone?

heres the scenario (in case theres another way of doing it):

you walk through this area, theres a pipe in front of you, you begin to walk past it, and it falls over (changing from static to dynamic)

any help will be appreciated!

thanks
-Max

Rising Tears...
JRH
18
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 5th Mar 2011 16:34
You cannot 'dynamically' change the mode an entity has been placed in. This is because all the static entities are saved together as the 'universe' file.

The scenario you are describing can be easily accomplished by doing this:
1) Place the first entity, and set its physics to 'off'. Set its main script to a destroy script.
2) Place the exact same entity in the same place. Set its 'spawn at start' value to no.
3) Create a trigger zone with main script plrinzoneactivateused.fpi.
4) Set the trigger zone IfUsed value to the name of the second entity.

Good luck!

C++ is labourless... if your name starts with 'L' and ends with 'ee'.

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