Quote: "bruce3371 lol, sorry, that was aimed at other people who might be following the thread"
Like me,
Thanks
Flatlander and bruce3371
Humm, not getting it.
Assign the following as your enemy ai's destroy script;
+ Code Snippet
:state=0:state=1
:state=1,alphafadeequal=100:decalphafade=0
:state=1,alphafadeequal=0:destroy,state=2
:state=2,spawnsleft=0 1:activateifused=1,state=3
Ok did that.
For the entity (in my case, I wanted a Win Zone to be spawned) you want spawned, assign this to its aimain filed;
:state=0:state=10
:state=10,activated=0:spawnoff,state=1
:state=1,activated=1:spawnon,runfpi=plrinzone.fpi,state=10
OK did that. But why? I do not see a option in the WinZone to make it active or not active.
So i try it with a Character. and put.
Note, if you want an entity to be spawned, and not a trigger zone or win zone, you would type 'runfpidefault=1' instead of 'runfpi=plrinzone.fpi'.
Or, just replace 'plrinzone.fpi' with whatever script you want to run.
:state=0:state=10
:state=10,activated=0:spawnoff,state=1
:state=1,activated=1:spawnon,runfpi=runfpidefault=1,state=10
and nothing happened.
I must be totally brain dead. As the winzone works all by it's self, wait let me put the code in the winzone. sec please.
Okies. here we go. Great post. I finally got it.
For brain dead monkey's like me.
This is great... wow I have to go rework all games.
Place a trigger. put in the playerinzoneactiveused.fpi
add a enitiy and make if used in trigger and enitiy name the same.
In enities destroy script put
DestroyAndSpawn.fpi
;Artificial Intelligence Script
;Created by bruce3371
desc = DestroyAndSpawn.fpi
;Assign the following as your enemy ai's destroy script
;Start
;Variables
:state=0:state=1
:state=1,alphafadeequal=100:decalphafade=0
:state=1,alphafadeequal=0:destroy,state=2
:state=2,spawnsleft=0 1:activateifused=1,state=3
;Then enter the entity you want triggered in the ifused field.
;Lastly, Set spawn at start to no, max at any time to 1, maximum
;spawn to however many times
;you want it to respawn, spawn after delay to no and spawn when dead to yes.
;For the entity (in my case, I wanted a Win Zone to be spawned)
;you want spawned, assign this to its aimain filed;
;:state=0:state=10
;:state=10,activated=0:spawnoff,state=1
;:state=1,activated=1:spawnon,runfpi=plrinzone.fpi,state=10
;Note, if you want an entity to be spawned,
;and not a trigger zone or win zone,
;you would type 'runfpidefault=1' instead of
;'runfpi=plrinzone.fpi'. Or, just replace 'plrinzone.fpi' with
;whatever script you want to run.
Now in the WinZone MAIN script
put
WinZoneSpawn.fpi
;Artificial Intelligence Script
;Created by bruce3371
desc = WinZoneSpawn.fpi
;Assign the following as your enemy ai's destroy script
;Start
;Variables
;For the winzone spawn, assign this to its aimain filed
:state=0:state=10
:state=10,activated=0:spawnoff,state=1
:state=1,activated=1:spawnon,runfpi=plrinzone.fpi,state=10
;End
There you go. You can have multiple win zones and this is great for resetting zones when the player dies.
I think this would work with this better than the way I do it now.
The player dies. and for some reason all your scripts fail to work from a Player Checkpoint, well they sometimes fail for me.
So the first enemy they confront at game start has low hitpoints,
and a Death script that spawns a character after a LONG delay with
a LONG Spawn Life, like 20 minutes or so. This character has this
death script that activates a trigger that restarts game play to
the point the player died at.
All you need is a small script to count down checkpoints the player has passed in the game to know where to stop the restart script.
Ask Ched80 he can make anything.
Thank you Lee for the game and programming and Flatlander and bruce3371 for this game changing thread.
Where can we find more information on what pawnsgreater and spawnsleft and radarequal and radargreater actually do?
Many thanks.
Life is a short trip to another world