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FPSC Classic Scripts / Help with making enemies spawn other enemies?

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ZacksQuest
14
Years of Service
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Joined: 25th Oct 2010
Location: Northern USA... all U need 2 know...
Posted: 18th Feb 2012 00:59
I'm working on making a boss character, and as it isn't that powerful an enemy I decided to make it add enemies. I've tried everything from making that if it's health is below 100 it'll set timers which activate the enemies, but it turned out to be ineffective. I don't know where to begin. I'm not asking someone to make the script for me, but just point me in the right direction?

I like games.... and turtles... easy to use game development software... and cheese.... Ghouda Cheese.
maho76
13
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 20th Feb 2012 13:20
do you wanna talk on a bossconcept or simply know how to trigger other nonstatics (objects or characters)?

trigger things: set them up to not appear from the begginning, give them appear2.fpi as appearscript and set them to always active when they are far away from the player.

then add
...:settargetname=X,activatetarget=1,state=X

to the lines where you wanna activate something, where X is entityname (has to be a specific one) and activatetarget= can be any number to trigger different things inside the scripts of the target. watch out: only 1 target per line, so you cannot declare 2 times in one line.

for bosses: think in phases ... and use bigger healthcounts, its a boss!^^
you can freeze him and make him undestroyable while add-phase is running, using dimvars/activatetarget= to reactivate him when the adds are killed, or make him strange things in the background while fighting the adds, or all attack you at once, or using all three in 3 phases during the bossfight, using health=x-commands and/or etimers...

something like this. think of the whole fight as a movie-scene wich you will script/write the storyboard for. what you wanna see? its all up to your imagination.

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