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FPSC Classic Scripts / Teleport to zone after specific number of kills

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MaarX
18
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Joined: 27th Feb 2006
Location:
Posted: 3rd Jul 2006 00:19
How can I let the player teleport instantly to another zone/location when the player has killed X people

and another question:

How can I restore the health of the player to it's original format?
Would plrsethealth=x exist? or if i use the line: plraddhealth=x will it only go to the player's max?

THanks very much already!!!
Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 3rd Jul 2006 01:45
attach to dynamic object called CNT
:activated=1:incstate=1,activate=0
:state=10:plrmoveto=coolzone,plraddhealth=500


add to BEGINNING of deathscript
:state=0:activateifused=1

add to enemy.fpe
ifused=CNT



give or take.

Your Mod was deleted by the Government.
MaarX
18
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Joined: 27th Feb 2006
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Posted: 3rd Jul 2006 12:54 Edited at: 3rd Jul 2006 13:06
Thanks, that helps... But what's wrong with this:

:state=19:activate=thug (pistol),state=20

The thug (pistol) doesn't show up when this trigger comes...
Is there anyway to let an unit spawn using triggers?

I know there is (With the IFUSED field...but that only works for 1 name...)

And this also doesn't work: (That's the MAIN AI of the Entity character)

Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 3rd Jul 2006 19:35 Edited at: 3rd Jul 2006 19:36
Do me a favor... everyone hates code snipits. So they don't exist. Only use them if you have excessivly long source.


:state=0:state=9 <-----Note These
:state=9:timerstart,state=10 <-----Note These
:state=10,timergreater=10000:activate=1,state=1 <-----Note These

your timer will interfere with other timers. QED: Don't use timer. Use Random.

I don't fully know how to do it, but I think random=600 is apox 10 sec.
30 fps x 10s x 2 for good measure

:state=19:activate=thug (pistol),state=20 will not work because activate is a numeric value, and that isn't used for spawning... ugg...

Umm... yeah...

Try having this


place a key on the floor with this script


:plrdistwithin=50:activateifused=1


add to enemy init
:activated=0:spawnoff,activate=5
:activated=1:spawnon,activate=5


I haven't done much spawn scripting so I am uncertain of how it will work. Technically you are putting down many keys to activate the enemys you want... but that is what it should do...

Your Mod was deleted by the Government.
Pus In Boots
19
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Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 12th Jul 2006 22:18
I say code snippets are much better than that!


You don't have to be insane to answer my questions, but it helps

visit www.gameshell.tk

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