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FPSC Classic Scripts / Simple script with runfpi issue...any ideas?

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Kilgore
16
Years of Service
User Offline
Joined: 22nd Feb 2008
Location: Chad Valley
Posted: 5th Sep 2011 18:22
OK, I'm useless at scripting, but I'm trying to write a script that has a character entity follow waypoints without interuption. When it comes to the end of the waypoints it switches to the pace.fpi script.

The entity follows the waypoints fine, but doesn't switch to the pace.fpi...and I can't understand why, even after searching the forums. I've tested with other actions instead of runfpi, and they work OK, so I assume it's something to do with runfpi. The called fpi is in the correct folder.

Any help would be great, and apologies if it's something really obvious I'm missing.


;Artificial Intelligence Script

;Header

;desc = Waypoints then pace script

;Triggers

:state=0:state=1
:state=1,waypointstate=0:animate=2,waypointstart
:state=1,waypointstate=3:animate=2,waypointnext
:state=1,waypointstate=5:waypointstop,state=2

:state=2:runfpi=people/pace.fpi,state=100
:state=100:none

;End of Script
The Storyteller 01
15
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 5th Sep 2011 18:43 Edited at: 5th Sep 2011 18:45
Quote: ":state=2:runfpi=people/pace.fpi,state=100 "

I think you need to use \ instead of / for the folder path

In case you find my grammar and spelling weird ---> native German speaker ^^
Kilgore
16
Years of Service
User Offline
Joined: 22nd Feb 2008
Location: Chad Valley
Posted: 5th Sep 2011 19:00
Wow, what an idiot I am.

It works now. Thanks a million, Storyteller!
The Storyteller 01
15
Years of Service
User Offline
Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 5th Sep 2011 19:20
Quote: "Wow, what an idiot I am."

I wouldn't say that. Most scripters fall into that one at their first tries - I certainly did

In case you find my grammar and spelling weird ---> native German speaker ^^

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