i tried and tried, even searched... and everything seems to be as it should be - properly set up and i dont see any real errors in the code.
im using a older "explosive doors" scripts.
But all im usign it for is a sewer crate (got 2 versions, one is broken "after explosion" one.
The main entity uses following scripts:
Start: appear1.fpi
Main:
;artificial intelligence script
desc = destroy after 5 seconds and activate ifused
;triggers
:state=0,varequal=1:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\doorcharge.tga,hudname=dc,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=dc,hudfadeout=dc
:plrdistwithin=60,scancodekeypressed=50:timerstart,state=1,sound=audiobank\user\alarm.wav
:state=1,timergreater=5000:runfpidefault=2,activateifused=1
;end of script
Destroy:
;Artificial Intelligence Script
;Header
desc = Disappear then activate another
;Triggers
:state=0:state=1,plrsound=$0,activateifused=1,timerstart
:state=1,timergreater=1000:state=2,destroy
;End of Script
Its dynamic, IfUsed field is set to "expl1"
expl1 is a simple transparent entity for the explosion.
Start: appear1.fpi
Main: default.fpi
Destroy:
;Artificial Intelligence Script
;Header
desc = Disappear then activate another
;Triggers
:state=0:state=1,plrsound=$0,activateifused=1
:state=1:state=2,destroy
;End of Script
Its dynamic.
Respawn at start is set to NO.
Spawn after delay is YES.
Spawn Life = 1 (so when it is called, it destroys itself fast).
Explodable = Yes
The trigger key (code 50) is M.
setvar=1 value is from:
;Artificial Intelligence Script
;Header
desc = Pickup c4
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pickedupc4.tga,hudname=c4,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=40:state=1,playertake,coloff,plrsound=audiobank\misc\ping.wav,hudshow=c4,hudfadeout=c4
:state=1:rundecal=5,globalvar=10,setvar=1
;End of Script
Thats the main script in the explosive itself.
So i can pick it up, i get the option to use M, and then.. nothing.
The original door doesn't disappear. So i didn't even bother linking the replacement entity (after explosion) to the expl1 entity, since it doesn't seem to reach this far.
So does anyone see any errors in this?