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FPSC Classic Scripts / How would I go about destroying a fake wall with a trigger zone?

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ZacksQuest
14
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Joined: 25th Oct 2010
Location: Northern USA... all U need 2 know...
Posted: 20th Feb 2012 21:11
I am busy working on a level of my Horror Sci-Fi game, and I am reaching a point where someone tries to go through an open doorway, the door shuts on him, a fake wall crumbles and a powerful enemy (mini-boss) is revealed. How would I go about using a trigger zone and script to destroy the fake wall? My experience in .fpi is minimal, but I can work okay with a push in the right direction. Thanks.

-ZacksQuest

I like games.... and turtles... easy to use game development software... and cheese.... Ghouda Cheese.
BlackFox
FPSC Master
16
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 20th Feb 2012 21:35
The following will help you:

1. Place your fake wall entity. Ensure it is set to dynamic. In my test I used the falsewallA from the stock SciFi. Right click on the wall and set the Start script to "appear1.fpi", the destroy script to "destroy\crumble.fpi", and the main script use this-



I used the "crumble.fpi" script for the destroy sequence, but you can use whatever you need.

2. Place your trigger. right click on it and put in the name of the false wall entity in the IfUsed field. Assign the "plrinzoneactivateused.fpi" script.

What happens is the player hits the trigger, which activated the wall. During that time, the wall's main script is checking to see if it has been activated- if activated it runs the destroy script; if not, it loops and waits.


Twitter: @NFoxMedia
ZacksQuest
14
Years of Service
User Offline
Joined: 25th Oct 2010
Location: Northern USA... all U need 2 know...
Posted: 20th Feb 2012 21:42
Thank you for your help, BlackFox.

I like games.... and turtles... easy to use game development software... and cheese.... Ghouda Cheese.

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