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FPSC Classic Scripts / make a trigger point unactivated at start of level

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mnemonic
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden
Posted: 29th Dec 2011 14:49
I created a trigger point that floods a room with water at the start of the level. This is NOT what I want to happen, instead I want the water to flood when the player uses a switch to activate it elsewhere in the level.

If I could only find a way to unactivate the triggerpoint at start (like entity property: Spawn at start = no)

How do I do this?

Best regards
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 29th Dec 2011 16:48
You can set the Start script for the trigger to "appearifactivate.fpi". Then you can do either of the following:

Switch

1. Go into the Switch properties and put the name of the trigger in the IfUsed field. When the player activates the switch, it will activate the IfUsed field (your trigger).

OR

If you want the switch to open a door AND activate your trigger you can:

1. Go into the switch properties and put the name of the door in the IfUsed field. When the player activates the switch, the door is activated.
2. In the switch script, you can use the "settargetname=yourtriggername" and "activatetarget=1" to activate it. This is how you can activate multiple items with just one script.


Twitter: @NFoxMedia
mnemonic
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden
Posted: 30th Dec 2011 15:31
Thanks. Just by reading your post I'll understand that it works. But I solved it this way: I thought of what I really wanted; a switch that would flood the room, so there was no need of a trigger point, therefore I removed it and used the action runfpi to run my water script from the switch instead.

But thanks for your info, It will sure come in handy in the future

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