Quote: "Scene Commander
User
Joined: Sat May 3rd 2008
Location: Cyberspace
[FPSC Master] [FPSC Tool Maker]
Posted: 23rd Feb 2012 09:35 | link | toggle
entrotatex=x - rotate entity angle x to x
entrotatey=x - rotate entity angle y to x
entrotatez=x - rotate entity angle z to x "
Using 119 last build. It seems you still can\'t rotate anything up or down. Now while side to side is cool, this is for the Dead Mans Mine and you all know it it a very tight place and moving walls rotating on the center axis does not provide the clearance you need to enter the secret areas.
;Artificial Intelligence Script by funny
;desc = wall swivelling (secret passage) secret passage\'T\' and \'Y\' to activate
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=RPG_Mod\\Huds\\secretpassage.tga,hudname=setwall,hudhide=1,hudmake=display,state=1
; SWAPPING out
;entrotatex=x
;entrotatey=x
;entrotatez=x
for rotatey
only entrotatey works.
:state=1:plrdistwithin=50:hudshow=setwall,hudfadeout=setwall
:state=1,plrdistwithin=50,scancodekeypressed=20:state=3,rotatey=5
:state=1,plrdistwithin=50,scancodekeypressed=21:state=3,rotatey=-5
;:state=10:state=20
:state=3,plrusingaction=0:state=0
;End of Script
So I changed it to a non cool script
;Artificial Intelligence Script
;Header
desc = Destroy wall (press enter to Destroy wall)take Picked up Destroy wall.fpi
gun1
;Triggers
;picked up PowerStone Ammo.tga
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\\text\\pressentertouse.tga,hudname=useitem,hudhide=1,hudmake=display,
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\\text\\secretpassage.tga,hudname=PowerStone,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=useitem,hudfadeout=useitem
:state=10,plrdistwithin=60,plrusingaction=1:destroy,coloff,hudshow=PowerStone,hudfadeout=PowerStone,plrsound=audiobank\\misc\\ping.wav
;:state=6:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
;:state=6:fpgcrawtext=Press <Enter> to take or <Del> to leave it.
;:state=6,timergreater=500,plrusingaction=1:playertake,coloff,plrsound=gamecore\\guns\\modernday\\python\\putaway.wav,state=9
;:state=6,scancodekeypressed=14:plrdisable=0,state=0
;:state=9:playertake,coloff,plrdisable=0
;End of Script
Next issue pickobject=
Will not work with 119 Stock script from the Storyteller
You have to cut and slash the script.
;Artificial Intelligence Script
;by TheStoryteller01 2010
;Header
desc=
;This script only works with FPSC 1.16.18, because FPGCRAWTEXT is used AND if using a mod that supports the PICKOBJECT condition.
;Made for non-weapon items that can be picked up.
;To start the script at any time, the player has to move the cursor over the item and press <Enter>.
;While the script is running the player cannot move or use mouselook but still shoot.Pressing <Del> at any time ends the script.
;To skip the second line of text (the \"flavour text\") delete all \"state=4\" lines and rename \"state=4\" in the 5th line to \"state=6\"
;Triggers
:state=0:state=1
:state=1,pickobject=1,plrdistwithin=50,plrusingaction=1:timerstart,plrdisable=100000,state=2,
:state=2:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=2:fpgcrawtext=I found an assault rifle.
:state=2,timergreater=500,plrusingaction=1:timerstart,state=4
:state=2,scancodekeypressed=14:plrdisable=0,state=0
:state=4:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=4:fpgcrawtext=A very versatile weapon.
:state=4,timergreater=500,plrusingaction=1:timerstart,state=6
:state=4,scancodekeypressed=14:plrdisable=0,state=0
:state=6:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
:state=6:fpgcrawtext=Press <Enter> to take or <Del> to leave it.
:state=6,timergreater=500,plrusingaction=1:playertake,coloff,plrsound=gamecore\\guns\\modernday\\mossberg\\putaway.wav,state=9
:state=6,scancodekeypressed=14:plrdisable=0,state=0
:state=9:playertake,coloff,plrdisable=0
;End of Script
So I changed this too and it is a non cool script because pickobject will not work for me.
;Artificial Intelligence Script
;Header
desc = Item Pickup (press enter to pickup item)take Picked up SCAR.fpi
;Triggers
;picked up SCAR Ammo.tga
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\\text\\pressentertouse.tga,hudname=useitem,hudhide=1,hudmake=display,
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\\text\\pickedupSCAR.tga,hudname=SCAR,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=60:hudshow=useitem,hudfadeout=useitem
:state=10,plrdistwithin=60,plrusingaction=1:playertake,coloff,hudshow=SCAR,hudfadeout=SCAR,plrsound=RPG_Mod\\Audio\\0_Milita\\cock_separate.wav
;:state=6:fpgcrawtextsize=24,fpgcrawtextfont=verdana,fpgcrawtextr=150,fpgcrawtextg=150,fpgcrawtextb=150,fpgcrawtextx=50,fpgcrawtexty=60
;:state=6:fpgcrawtext=Press <Enter> to take or <Del> to leave it.
;:state=6,timergreater=500,plrusingaction=1:playertake,coloff,plrsound=RPG_Mod\\Audio\\0_Milita\\cock_separate.wav,state=9
;:state=6,scancodekeypressed=14:plrdisable=0,state=0
;:state=9:playertake,coloff,plrdisable=0
;End of Script
Gosh I hope 120 gets finalized soon. With all the tools working right.