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FPSC Classic Scripts / Remove a wall if...version 119 and rpg119

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Meows
13
Years of Service
User Offline
Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 19th Aug 2012 16:21
I need to have a wall destroyed if you kill the 9 bad guys. And it should be simple but
being I have spent 2 days on it and the wall is still standing, I guess I can't find the answer.

I can make it disappear if you collect something, or give someone something or if you run into a
trigger, but not if you have to kill 9 mobs.
Destroywall.fpi


Pickup Collectable ItemDestroywall.fpi




So I thought these 2 scrpips would do the trick
a counter and actavator to destroy the wall.

And the destroy script.


Granted I am running two
addvar=GhostCollected 1,state=11
:state=11:addvar=doorCollected 1,state=15
as I need both as addvar=GhostCollected has a 80 count and
addvar=doorCollected is a 16 count in game.

Yes i seperated then and the wall is still standing.

So how to count destroyed and remove a wall when all are destroyed?
version 119

Life is a short trip to another world
Section 812
16
Years of Service
User Offline
Joined: 24th Feb 2008
Location:
Posted: 19th Aug 2012 18:28
the wall is dynamic?

I used this to activate a door when the boss is killed

I put this in last characters destroy script and in the entity properties I put the name of the door.

it's not exactly what your looking for but an alternative just in case.

Meows
13
Years of Service
User Offline
Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 19th Aug 2012 21:18 Edited at: 19th Aug 2012 21:22
Section 812
Quote: "I put this in last characters destroy script and in the entity properties I put the name of the door."


Thanks. Now to figure out how to expand it to only trigger after 20 mobs are killed.

The problem is that I am using all Dynamic enities as the static crash the game. Well the mobs run though the Dynamic enities and I can't have 40 unkilled mobs running around when the player enters the next room to spawn even more mobs, So I want a check point that the player has actually killed the required mobs. before they can move to the next area.

Life is a short trip to another world
maho76
13
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 20th Aug 2012 14:24 Edited at: 20th Aug 2012 14:25
this may help you to get the trick:

http://forum.thegamecreators.com/?m=forum_view&t=192901&b=21

instead of using the pickupitem.fpi to addvar, you have to edit your destroyscript. simply add "state=0:addvar=itemcollect 1" as an additional line, then the varcount rises when the enemy gets killed.

hope it helps.

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