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FPSC Classic Scripts / condition activated and action activate

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mnemonic
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden
Posted: 30th Mar 2012 18:22
Hi I understand that the condition activated=1 checks if the entity is activated. But how about the action activate? should'nt the line activate=0 deactivate the entity?

Best!

www.memblockgames.com
Pirate Myke
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 3rd Apr 2012 21:10
Its not used for activating or deactivating entitys.
Its used as a check for a condition to exist to allow an action choice.



As you can see in this door open script, that you apply activate and then check that it exists. After a certian point you assign a different activate value and check for that condition. It gives the ability to do different thing in a script, in this case, Push open a door, then be able to push it closed also.

Hope this helps.

mnemonic
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden
Posted: 4th Apr 2012 01:00
Thank you! I'ts always a good thing to know what commands really do, it makes better understanding for your scripting

www.memblockgames.com

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