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FPSC Classic Scripts / kill enemy to open door?

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White Mail Revived
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Joined: 12th Feb 2005
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Posted: 19th Jun 2005 05:41
How do you get a door to open when you kill a certain enemy?

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BULLSHOCK 2
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Posted: 19th Jun 2005 06:55
ask the master

http://merranvo.proboards42.com/index.cgi

I am really BULLSHOCK, but my profile got deleted...really, i'm telling the truth!
Cretinous
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Posted: 19th Jun 2005 07:26


There is a extremely simple code

BULLSHOCK 2
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Posted: 19th Jun 2005 15:08
your lucky you didnt have to ask the master(Merranvo)...he came to you...

I am really BULLSHOCK, but my profile got deleted...really, i'm telling the truth!
Mad Scientist
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Location: Fort Lauderdale, FL
Posted: 20th Jun 2005 07:39
I see how the door is being manipulated. However, I don't understand how the doors activated=1 is ever being set. How exactly does this work?

Thanks

- Jody

Relax or I'll hit you with the whip again.
ctm
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Posted: 20th Jun 2005 17:40
Little addition:

activateifused is the global command (for entities in the IFUSED field (here: the door)).
activate sets the "activated" value local.

The line in the Enemy Ai script:
:healthless=1:activateifused=1

"activate" can be used to reset the "activated" value.

If you want that the door opens after killing 2 enemies you can count the "activations" with the state variable:

;-if plr kills one enemy-->then set state to 1 and reset activated-
:state=0,activated=1:state=1,activate=0

;-if plr kills one more enemy-->then open the door-
:state=1,activated=1:state=2,setframe=0

:state=2:incframe=0
:state=2,frameatend=0:coloff,activate=0,state=3
Mad Scientist
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Posted: 21st Jun 2005 11:02
@ctm

Your code for the enemy looks like the character has an IFUSED property. Can you set this in the designer and I've just been missing it or can you set an entities IFUSED in the script.

- Jody

Relax or I'll hit you with the whip again.
ctm
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Posted: 21st Jun 2005 17:49 Edited at: 21st Jun 2005 18:06
Sorry, i have forgotten that there is no IFUSED field for characters.

I found only one way to open a door by killing a enemy.
You have to use the enemy like a key.

Use this as Destroy script for the enemy:
desc = Pickup Enemy

;Triggers

:state=0:suspend,state=1,playertake,coloff,plrsound=audiobank\misc\ping.wav

;End of Script

The player gets the key (enemy) immediately when the enemy dies...doesnt matter if the enemy is close to the player or not.

Give the enemy a new name like myAI and type the name (myAI) in the USE KEY field of the door.

Use this as Main script for the door:
desc = Key ( dead Enemy ) opens Door

;Triggers

:state=0,plrhaskey=1:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff

;End of Script

The door will open automatic after killing the enemy.
ctm
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Posted: 22nd Jun 2005 20:27
I tried this and it worked too (door opens immediately when enemy dies).
I never used playerdrop before. Should i see the dropped enemy?

I think best would be if Lee adds a IF USED field for characters because it would make enemy interaction possible.

About keys:
Every key has the name "key" and in every USE KEY field of the key doors is the name "key". For that reason a key opens all key doors.

If you want a key only to open one spezial door you just have to change the name in the General properties field of the key and type this name in the USE KEY field of the door (instead of key).
ctm
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Posted: 25th Jun 2005 02:14
Yes, it's often not easy to select a key that is placed in a level. But if it is not placed under a table or a other bigger entity it is not impossible

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