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 / Script Help

Author
Message
ajkcool
14
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 12th Mar 2011 22:35
I will be asking questions throughout this forum, but for now I have one...

Can I make something dissapear by destroying someone?

Please help

Thanks in advance

"Hey everyone, I love you." jk
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 13th Mar 2011 04:19 Edited at: 13th Mar 2011 04:27
Quote: "Can I make something dissapear by destroying someone?"

Yes
You could settargetname=x then activatetarget in the characters destroy script before you destroy it.

An example would be the stock script destroyandactivate.fpi found in your scriptbank\destroy folder.
However, that script uses the activateifused=1 instead of setting the target, but it will work either way.

Then, the other entity that is being activated must be scripted to perform some action when activated, which in your case it would call its own destroy script when activated.

ajkcool
14
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 16th Mar 2011 04:15
Woah, you lost me at The other entity that is being activated. I don't want to activate anything, just destroy something

"Hey everyone, I love you." jk
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 16th Mar 2011 04:36
Activating it is nothing more than giving it a signal so that it knows it is time to destroy itself.
So, if the death of the character is triggering the other entity to be destroyed, then that other entity must have a way of knowing that happened.
The character's destroy script is the best way to let the entity know it has been killed, and activating the entity when that happens lets it know that it happened.

Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 16th Mar 2011 04:51
Unhelpful Titles

Please do not simply write "Noob Question", "I am a newb", "One Noobie Question", "A question", "Please help", "This isn't working" or anything similar as the title of your post. We have a search facility, and meaningless titles do not help others find answers to their questions. It will also help you to get quicker responses if people have an idea of your thread content.

ajkcool
14
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 17th Mar 2011 02:50
sorry nickydude, and thanks 4 clarifying conjured. Now for another question:

Can i change the ambience per level?

p.s. Nickydude, i didn't know what else to call it cause i keep asking question

"Hey everyone, I love you." jk
ajkcool
14
Years of Service
User Offline
Joined: 31st Dec 2009
Location: Home
Posted: 22nd Mar 2011 01:01
is there a way to make a mounted turret?

"Hey everyone, I love you." jk
raymondlee306
15
Years of Service
User Offline
Joined: 24th Oct 2009
Location: Ohio
Posted: 22nd Mar 2011 03:45
Quote: "Can i change the ambience per level?"


Yes. Have the player start in a trigger zone. Set the main script of the trigger zone to set the ambient, RGB values to what you want them to be.

Quote: "is there a way to make a mounted turret?"


I don't believe so in stock FPSC. There was one for Project Blue.

Login to post a reply

Server time is: 2024-11-24 10:56:30
Your offset time is: 2024-11-24 10:56:30