Hi everyone!
Well I've made this script some time ago, and now I want to share it with the community. It's a simple script that makes your grass entities look like they're moving. Here you go!
This is the first script (set it as the trigger zone's main script):
;Artificial Intelligence Script
;Header
desc = Var moving
;Triggers
:state=0:dimvar=movegrass,setvar=movegrass 0,state=1
:state=1,timelapse=500:addvar=movegrass 0.01,state=1
:state=1,varequal=movegrass 1:state=2
:state=2,timelapse=500:addvar=movegrass -0.01,state=2
:state=2,varequal=movegrass -1:state=1
;End of Script
...And this is the second (set it as the grass entity's main script):
;Artificial Intelligence Script
;Header
desc = Appear without collisions
;Triggers
:state=0:coloff,state=1
:state=1:entityanglex=%movegrass
;End of Script
Here's what this does: the first script increment and then decrement the variable value; this variable is linked to the entity angle rotation, so the entity will rotate on its x-axis (I've choose this but you can even use the z-axis; the y-axis only if you want it rotate vertically).
THERE'S JUST A PROBLEM: ALL THE GRASS ENTITIES FAR AWAY FROM THE PLAYER, WILL LOOKS LAGGY. I think that this cannot be solved since it could be something hardcoded inside the FPSC-Game.exe .
p.s. sry for my bad english
That's all!