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FPSC Classic Scripts / Water restrictions.

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IntRepid Bullet
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Joined: 23rd Jul 2011
Location: Australia
Posted: 24th Jul 2011 06:19
Hey guys, I'm a bit new to the forums, so I have no idea how long it will take for me to get a response.. But...

I am creating a game in Fps Creator, I have put water in, and figured out how to raise and lower the levels of the water. But my two main questions are;

1. How can I disable the ability to raise the water in game? I don't want that exactly to be possible..

2. How can I restrict the water too one room? Because I put the trigger zone inside one room, then for some reason the water spreads out across the whole map onto that level on the map, which is quite frustrating..

Thanks for the help! <3

Yeh, I'm a noob. <3
IntRepid Bullet
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Posted: 24th Jul 2011 09:05
Can someone please help? Even if this isn't possible to do.. I would like some sort of an answer. Thankyou.

Yeh, I'm a noob. <3
Thraxas
Retired Moderator
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Posted: 24th Jul 2011 11:48
Quote: "1. How can I disable the ability to raise the water in game? I don't want that exactly to be possible.. "


If this is controlled by a script then simply don't use the script in the game.

Quote: "2. How can I restrict the water too one room? Because I put the trigger zone inside one room, then for some reason the water spreads out across the whole map onto that level on the map, which is quite frustrating.. "


Unfortunately it floods the whole layer, so if you want just one room you have to place it on a lower level.

IntRepid Bullet
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Posted: 24th Jul 2011 12:01
Thankyou.

And that's a shame... Oh well.

Yeh, I'm a noob. <3
Gencheff
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Posted: 24th Jul 2011 15:53
All you need to do is before you enter the second room , place a trigger zone which the player is sure to go over and assign a script to that triggerzone that turns off the water.

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
maho76
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Posted: 24th Jul 2011 16:46
Quote: "All you need to do is before you enter the second room , place a trigger zone which the player is sure to go over and assign a script to that triggerzone that turns off the water."


would be nice if you could explain how to turn the water off

i have tried that but it is not possible to do that easy. the triggerzone/object that carries the water.fpi will be destroyed, but the water.fx still works and doesnt disappear. i know how to appear water, but i have no clue how to let water dissappear without a mod or working trough the water.fx-file.
Gencheff
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Posted: 24th Jul 2011 17:08
Or you could just lower the water to a level which has no map structure.

Say like this : waterheight=5

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
maho76
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Posted: 24th Jul 2011 17:33
ah,ok. so you also dont know a way to turn it off.

would be an immense save of performance if that could have been done. well, lets see what they do in 1.19 with water triggers..
frafra_95
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Posted: 24th Jul 2011 17:52
to turn it of just type water=0
Gencheff
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Posted: 24th Jul 2011 17:54 Edited at: 24th Jul 2011 17:57
Lol,of course I know how.

Here's a script that should fix your issue,I was just giving an alternative.

Quote: "
;Artificial Intelligence Script

;Header

desc = remove pesky water shader bug

;Triggers

:state=0,plrwithinzone=1:water=0,waterfogdist=2000,waterred=0,watergreen=0,waterheightofzone=-1,state=1

;End of Script
"


I see what you meant by the shader bug,I experienced it as well,but the above script should fix your troubles

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
maho76
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Posted: 24th Jul 2011 18:10
gnnnaahhh, always tried to get water on/off into one trigger to define the room where the water appears...in=on, out=off... wich doesnt work.

its so easy sometimes, thank you gencheff.
IntRepid Bullet
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Posted: 25th Jul 2011 08:29
Well, glad to see I'm not the only one finding this annoying and difficult.. But thankyou Gencheff, that script seemed to work.

Yeh, I'm a noob. <3
IntRepid Bullet
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Posted: 25th Jul 2011 08:31
Gencheff, I just used your script, and the good news is it worked! The water is gone, the bad news, that the water disappears from the moment I start. Is there a way for a trigger zone to only be activated once I pass over it? That way disabling the water?

Yeh, I'm a noob. <3
maho76
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Posted: 25th Jul 2011 12:18 Edited at: 25th Jul 2011 12:22
Water trigger:



appearscript for waterzone:



use this to trigger the waterzone (watertrigger is a plrwitzhinzone-trigger), then use gencheff-code to turn the water off again. With these 3 codes you can turn the water on and off as wished. when you want to insert waterzones more than one time, simply change variable-names in copies of my two codes (water for first, water2 for second a.s.o.). use any waterscript wanted for waterzone-mainscript

gz
IntRepid Bullet
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Posted: 25th Jul 2011 12:25
Wow. Thanks maho! That helped a lot.

Yeh, I'm a noob. <3
Gencheff
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Posted: 25th Jul 2011 12:37
Quote: "Is there a way for a trigger zone to only be activated once I pass over it? That way disabling the water?"

Um...that's the way the script works in the first place,what have you been doing?

All you need to do is place a triggerzone somewhere on your level and right click on it.Then on the Main script field,assign the script I gave you and save the changes.

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
IntRepid Bullet
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Posted: 25th Jul 2011 12:53
Gencheff, if I place a trigger zone with the default water script, the water then covers that layer and below it.

But if I put a script with the water=0 so there is no water. It completely cancels out the water, without me even walking over the trigger zone.. So am I doing something wrong? Is there a way to make it so the trigger zone is only activated when I walk over it, like I would place it in a long narrow hall way for example, so they're forced to walk over it.

Yeh, I'm a noob. <3
Gencheff
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Posted: 25th Jul 2011 14:29
Like I said before,it is supposed to work like you want it to and it does,you must be doing something wrong.

:state=0,plrwithinzone=1: this part of the script checks if the player is within the triggerzone.

I've attached a shot of how you should configure your triggerzone.
Are you even using the script I gave you?

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.

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IntRepid Bullet
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Posted: 25th Jul 2011 14:34
Ohhhhh! I didn't realise I needed to use that script. Thankyou so much! My problem is solved. Haha, sorry for the misunderstanding. /: But thankyou.

Yeh, I'm a noob. <3
IntRepid Bullet
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Posted: 25th Jul 2011 14:40
Okay, now I have a much more difficult question.. Is there a way for the water to go away if I activate a switch?

Yeh, I'm a noob. <3
Gencheff
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Posted: 25th Jul 2011 22:51
Of course there is,however I don't remember the command off-top.

I'd advise you to read the guides on scripting,it's really easy and you won't have to ask question after question for every little thing.

The guides are stickied to the top of the board.

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
IntRepid Bullet
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Posted: 26th Jul 2011 12:34
Alright, thankyou again.

Yeh, I'm a noob. <3

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