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FPSC Classic Scripts / Timer Destroy an Entity

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zubarkhald130
12
Years of Service
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Joined: 14th Aug 2012
Location:
Posted: 11th Nov 2012 11:14
I want to make that when I go close an entity . The timerstart automatically. After some seconds it explode the entity and also damage the player and near environment.

Here is my code. but not working. when go close the entity, nothing happen.



www.pcgamestrainers.xoomsite.com
Ross tra damus
3D Media Maker
18
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 11th Nov 2012 20:42
Use 'etimers' instead of 'timer' and take a look at the link below to give you ideas on how 'etimers' work in some of the scripts found there.
Plus you can start the script with :state=0 and also include the actual 'destroy' command.

http://forum.thegamecreators.com/?m=forum_view&t=192148&b=23

Good luck.
BlackFox
FPSC Master
16
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 11th Nov 2012 21:28 Edited at: 11th Nov 2012 21:30
As Ross said, use "etimerstart/etimergreater".



Second, you can't start a script in "state=3" as that may cause nothing to happen because it can't reach that state. For example, if I use this script and the script has only one line..



.. it works as it should. If I change the "state=0" to...



...or any other number the script does not work. That is why in your script I added the "state=0:state=3" so the script knows where to go when started.


There's no problem that can't be solved without applying a little scripting.
zubarkhald130
12
Years of Service
User Offline
Joined: 14th Aug 2012
Location:
Posted: 12th Nov 2012 03:27
Thanks friends, now it is working. thanks

Here is script after editing:



www.pcgamestrainers.xoomsite.com

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