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FPSC Classic Scripts / Piranha sounds and getting out of the watter. Help please?

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WilliamK
12
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Joined: 15th Feb 2012
Location: Brazil
Posted: 26th Feb 2012 14:57
Guys, I need help with something. I got the Piranha from the Store but I'm having some problems with it. I have a level with water already, it works great.

1) I put 6 piranhas in the water, the lowest level. But when the level starts they fall from the sky into the water and I have no clue why, since they are clearly on the right level, checked and double-checked. Also, it makes a loud splash-sound, and I can't find where that darn .WAV file is. I already muted all *wat*.wav files I could find. (I don't want those sounds in there)

2) If I put a 45 degree ladder or the other thing from the Cave Pack, the Piranhas will get out of the water, which is a no-no. Is there a way to still use those ladders but force the piranhas to stay in the water and never get out?

Thanks a bunch!

www.William-K.com
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WilliamK
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Location: Brazil
Posted: 26th Feb 2012 16:36
Ok, the piranha splash sound I found, was one of the 17*.wav files from the Materials folder.

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WilliamK
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Joined: 15th Feb 2012
Location: Brazil
Posted: 27th Feb 2012 21:36
No ideas?

I was hoping I could limit the Y moves of the piranhas, I will read more the manual to see if that's possible...

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Pvt_Classified
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Joined: 19th Jan 2012
Location: How should I know?
Posted: 27th Feb 2012 22:43
Are they following waypoints? Having them follow waypoints until the exact moment you need them helps, but that's the best advice I can give. Good luck!

Pvt_Classified at http://assembledpirateswithblowtorches.weebly.com/
WilliamK
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Location: Brazil
Posted: 27th Feb 2012 23:28
Thanks, but no, they are not using waypoints.

Wk

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maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 28th Feb 2012 10:27 Edited at: 28th Feb 2012 10:27
try inserting ":waypointstate=1:waypointstop,state=0" or something equal into the first line of the mainscript right above ":state=0:...".

should stop them from coming out of the water, but depends on if you use darkAI or not. look into the menu of the piranha-character and look there for the soundmask, could be that it uses behavior-sounds (like MALE for normal characters, located in audiobank/behavior ...or equal), i dont know any piranha-models out there and wich scripts/fpe they use. could also be that the splash is hardcoded when something appears in water.

how deep is water? entities need a floor right under them, max-distance 1 segment in y-axis. if not, they jump.

all hints i can give, sorry if that doesnt help.

maho

WilliamK
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Posted: 28th Feb 2012 14:59
Thanks, I will try that now and see what happens.

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WilliamK
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Joined: 15th Feb 2012
Location: Brazil
Posted: 28th Feb 2012 15:00
Nah, doesn't work.

Where can I setup the max-distance for the y-axis? I checked the manual but couldn't figure out the script command for that...

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WilliamK
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Joined: 15th Feb 2012
Location: Brazil
Posted: 28th Feb 2012 15:02
Maybe this?

NEWJUMPHEIGHT=X Change the default jump height of the player to X (default 50)

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WilliamK
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Joined: 15th Feb 2012
Location: Brazil
Posted: 28th Feb 2012 15:03
Doesn't work either... the problem are the ramps, so I will just remove those for now.

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Teabone
Valued Member
18
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Joined: 8th Jun 2006
Location: Canada
Posted: 9th Mar 2012 23:59
This probably won't work.. but what if you turned off physics for the entities?

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