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FPSC Classic Scripts / Destroying objects to open doors.

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Jordan Siddall
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Posted: 24th Mar 2006 13:47
There is a script I found on this forum that alows you to pick up 3 or 5 objects and then opens a door only after they are collected.

Is there away to do this only instead of collecting the objects, you destroy them. Here is the code for picking them up.



Thanks, please help!

Jordan Siddall
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Posted: 24th Mar 2006 18:48
Hello?

Les Horribres
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Posted: 24th Mar 2006 19:01
cnt.fpi
:activated=1:incstate=1
:state=x:activateifused=1

add to destroy script
::activateifused=1

have the destroys point to cnt, and cnt point to the door.

Mosillivo: Fires Rage, Earth Rumble, Evil Reigns, Cities Tumble
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Jordan Siddall
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Posted: 24th Mar 2006 21:35 Edited at: 24th Mar 2006 21:39
I don't understand.. Can you make that clearer? Remember, I am going to add this to 3 or more objects, once they have been destoyed a door will open.

Les Horribres
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Posted: 24th Mar 2006 21:51
replace the x with the number of entitys to be destroyed
add the CNT.FPI script to a dynamic entity

have the ifused feild point to the door


have the objects point to the cnt

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Jordan Siddall
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Posted: 25th Mar 2006 01:39
What X?
CNT.fpi?
Objects point to?

You are talking to a noob.

Lost Soul
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Posted: 26th Mar 2006 21:31
if i ever need to open a door i calmly pull out an rpg and simply disintergrate the problem

Doom,where the sanest place is behind a trigger.
Les Horribres
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Posted: 28th Mar 2006 05:12
Because I really am not good at explaining scripts like these (I Dubb these ProScripts) where you do more then attach it to an entity. And as I am not good at explaining much in general. I will turn you over to Conjured Entertainment, he does get the concept, and undubitably is much better at explaining what it does, and how to get it working.

BTW: I even have that error in this one, there should be an activate=0 after the incstate=1... ugg.

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Conjured Entertainment
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Posted: 28th Mar 2006 09:51 Edited at: 28th Mar 2006 10:23
Yes Mosillivo, this is exactly the same as the "Kill Counter" Script.
This one uses objects rather than a Zombie, but it is the same thing.
The Script below is written for the remote door.
You may need to write the activated state for a custom door's animation.


(1) Place a blood-splat overlay entity and rename it counter.

(2) Set the counter's IFUSED to the Door's Name.

(3) Set the counter's STATICMODE to NO.

(4) Set the counter's AIMAIN to the following script .... (name it whatever, I call in counter.fpi)

   


(5) Set your Entity's DESTROY script to destroyandactivate.fpi

(6) Set the Entity's IFUSED to counter.

(7) Now place copies of your Entity and the settings will be already set.
    If the entities are different objects, then repeat steps 5 & 6 for each one.
    Make sure there are as many or more Entities than your counter is set for.
    (less than three in this case results in a permanently locked door)


Unless I forgot a step, that should do it.
Have Fun!

Don't forget to visit Conjured Entertainment
Les Horribres
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Posted: 29th Mar 2006 01:49
yeah, once I made a simple counter, I used it almost everywhere.

Heck, I use it in my health packs (looks REALLY cool! Your health incrimints insted of... instant thing)

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Crazy Kamakazi KIller Guy
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Posted: 27th Jun 2006 01:27
sry,but why the bloodsplat? (n00b, if it helps)

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