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FPSC Classic Scripts / Create and delete* segments on trigger zones.

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Tobias_Ripper
11
Years of Service
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Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 12th May 2013 23:34
A simple idea. Player walks through the door. Steps on a trigger zone - the door behind him disappears, a wall segment instead is displayed.

If all else fails I'll have to do with entities or teleporting player into identical rooms but would be certainly fantastic if spawning segments would be available.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: http://milothatch.isenstadtstudio.com
ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 13th May 2013 02:20
Hi Tobias_Ripper
Try spawning a "fake wall" so to speak, dynamic and set to immobile, should work Do a quick search. scifi folder has a couple false walls.
best luck
Tobias_Ripper
11
Years of Service
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Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 13th May 2013 06:15
Alright, Got the fake wall, adjusted the texture, only thing is that I can pass through it...

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: http://milothatch.isenstadtstudio.com
BlackFox
FPSC Master
16
Years of Service
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 13th May 2013 06:47
Quote: "Alright, Got the fake wall, adjusted the texture, only thing is that I can pass through it..."


There are times when you spawn a dynamic entity that collision is off, hence being able to pass through it. You may need to create an "appearcolon.fpi" script to use in the AI Scripts Start field.



The action word colon turns on collision; coloff turns off collision.


There's no problem that can't be solved without applying a little scripting.
Tobias_Ripper
11
Years of Service
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Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 13th May 2013 06:53
See I figured something was worng with collisions so I checkd the syntax list and founr the colon function.

my original script looked like this:


Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: http://milothatch.isenstadtstudio.com
ncmako
12
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 13th May 2013 17:01
I've noticed that all the standard false walls don't have a "Start-appear1" script? One problem though, they still take damage if you shot them and will disappear. Is there a "no damage" condition?
By chance is it ":never:destroy"?
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 13th May 2013 17:39
Quote: "I've noticed that all the standard false walls don't have a "Start-appear1" script? One problem though, they still take damage if you shot them and will disappear. Is there a "no damage" condition?
By chance is it ":never:destroy"?"


Yep, check out the Unofficial FPSC Complete Script Syntax List iss5.1
http://forum.thegamecreators.com/?m=forum_view&t=180924&b=23

3.1.2.52 SETENTITYIMMUNE=X
Description: This sets whether the entity is immune to damage or not.
Range: X = 0 – entity can receive damage,
X = 1 – entity is immune to damage.
Example: :state=0:setentityimmune=1

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: http://milothatch.isenstadtstudio.com
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 13th May 2013 18:01
Quote: "SETENTITYIMMUNE=X"

Yep, that's the one. My eyes kept going past it in the list.
Anyway, you're all set.
best ncmako

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