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FPSC Classic Scripts / Wave Level Question

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Luke314pi
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Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 14th Jul 2006 21:35
This is a two part question:

1. How do you stop the player from moving, and only being able to look around and shoot? I tried searching the boards, but I came up dry.

2. How do you set it so the level ends after a certain time limit?

Thanks in advance!
Dr Cuddles
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Location: In your toilet...*Splosh*
Posted: 15th Jul 2006 15:08
1. It may be possible if you surrond the player in Static objects

2. I don't even think that is possible, but there has got to be a script somewhere that can do it

"I dont' know what weapons will be fought with in WW3 but in WW4 it will be sticks and stones" - Albert Einstien
Wrycu
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Posted: 20th Jul 2006 03:35
1.) I dont think it can be done, i tried doing it last session in camp

2.)Try moving them to a win zone after a timer hits a certian time.

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<--Wrycu-->
HandK
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Posted: 20th Jul 2006 03:38
Make the player speed 1

H&K
Wrycu
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Posted: 20th Jul 2006 03:39
or zero, if thats possible. nice idea, handk

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HandK
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Posted: 20th Jul 2006 03:44
Wrycu dont forget we are all doing wave levels

H&K
Wrycu
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Posted: 20th Jul 2006 05:18
What is a wave level? lol.

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brummel
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Joined: 26th Nov 2005
Location: Sweden
Posted: 20th Jul 2006 12:25 Edited at: 20th Jul 2006 12:26
1. Make the player constantly teleporting to an entity.

2. Set up a winzone on the player with a timer. With a script like this:

:state=0:state=1,timerstart
:state=1,timergreater=60000:activateallinzone=1,state=2

Dont forget to visit my website for scripts!
Les Horribres
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Location: My Name is... Merry
Posted: 20th Jul 2006 16:23
brummel, the only problem with teleporting is that the player can't turn. when they teleport in the player faces the direction the entity faces.

Try dropping some glue on the ground (lol).

All I know is that thanks to model collision errors you can make a model that has a kinda hole in it which the player won't move forward propperly with.

Your Mod was deleted by the Government.
Wrycu
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Posted: 20th Jul 2006 19:02
Lmao, thats so dumb

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Luke314pi
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Location: Minneapolis, MN
Posted: 21st Jul 2006 17:15
Quote: "
2. Set up a winzone on the player with a timer. With a script like this:

:state=0:state=1,timerstart
:state=1,timergreater=60000:activateallinzone=1,state=2"


Do you mean making a large winzone that covers the entire level and attaching the script to that? I tried it, but it didn't seem to work.
brummel
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Posted: 21st Jul 2006 17:33
What didnt work? The script or making the winzone big?

Dont forget to visit my website for scripts!
Wrycu
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Posted: 21st Jul 2006 18:19
Im guessing the script, cause you can make winzones as big as you want

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Luke314pi
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Posted: 21st Jul 2006 18:48
Yeah the script didn't seem to work. (Sorry for not being clear )
brummel
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Posted: 22nd Jul 2006 00:22
Hmm, odd. *Looking for Merranvo*

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Conjured Entertainment
AGK Developer
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Posted: 22nd Jul 2006 02:42 Edited at: 22nd Jul 2006 02:51
Hey Merranvo,
Couldn't they use movetotarget on an entity that uses associateplayer?

Instead of going up or down like a jetpack we are moving to that fixed location

Just a thought.

Edit
Glue would be a good name for the script in request #1


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Pus In Boots
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Posted: 23rd Jul 2006 12:08
To end the level after a certain time limit, you could cover your level in a hurt zone, then edit the script so it takes of, say, 1000 health and set a delay in it's spawn.

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

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Luke314pi
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Posted: 23rd Jul 2006 17:08
hhhmmm... I don't really want to kill the player...
Wrycu
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Posted: 23rd Jul 2006 21:33
Then make the entire level a win zone and delay ITS spawning.

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HandK
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Posted: 23rd Jul 2006 21:38
Whats this "make the entire level thing for?
Just make the zone the same place as where your making the player not move from

H&K
Wrycu
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Posted: 23rd Jul 2006 21:44
I dunno, i only read up one post, lmao.

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Red Raven Media
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Location: My pocket
Posted: 24th Jul 2006 05:26 Edited at: 24th Jul 2006 05:29
To set your level to end after all the enemies are killed put objectives on each one of the enemies so killing the enemies is objective 1 and thats all of the objectives, and to do this right click the character then scroll to objective and do as said type "1"

To make the enemies come a certain way is to set waypoints, but I'm not the best person to ask about waypoints for waypoints are very annoying yet sometimes useful
Luke314pi
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Posted: 25th Jul 2006 00:00
I will do that Red Raven, it seems to be the only thing working. But thanks for all the help guys!
Conjured Entertainment
AGK Developer
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Posted: 27th Jul 2006 20:11
Quote: "2. How do you set it so the level ends after a certain time limit?"


Here Luke, use the force. (in this case plrmoveto)



Place a blood splat (or something else immobile and invulnerable) and change it's STATIC MODE to NO.
Now change it's AIMAIN to whatever you named that snippet when you saved it. (endtimer.fpi)

Now place your WINZONE in an area that can't be reached prematurely. (a box of walls)
Now change the WinZone's name to enditnow. (that is what I called it in the script)

It is set now for 8 seconds in this example.
To make it longer change the line that reads...

:state=2,timergreater=8000:plrmoveto=enditnow

For example....

:state=2,timergreater=12000:plrmoveto=enditnow

...would wait 12 seconds and so on.
The timer works in thousandths of seconds.


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Wrycu
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Posted: 27th Jul 2006 21:24
Does it work?

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Conjured Entertainment
AGK Developer
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Posted: 27th Jul 2006 21:29 Edited at: 27th Jul 2006 21:32
Quote: "Does it work?"

Yes, if you follow the instructions.

~ ~
Try it!


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Wrycu
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Posted: 27th Jul 2006 22:34
I cant. im not at home, im at a different camp. <iD Tech Camp. Making games using fusion this time.

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Conjured Entertainment
AGK Developer
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Posted: 28th Jul 2006 01:39 Edited at: 28th Jul 2006 01:44
Here's my version of the "glue" we mentioned about request #1.



As stated before by Merranvo, this moves you back to the entity facing the direction the entity is facing.
That's why I used a blood-splat instead of a trigger zone.
You can rotate the entities in the editor, but you cannot rotate the trigger zones.

Place a blood-splat and set its STATIC MODE to NO, thus making it Dynamic.
Now, change the blood-splat's name to myglue. (that's what I called it in the script)
Finally set the blood-splat's AIMAIN to glue.fpi or whatever you named the snippet above when you saved it.

I used a color change to reflect the 15 second timer that holds you in place.
Once released, you can move again but if you step back it in you get stuck again.

As long as they stay put, their direction won't be reset.
If they move out of the spot, then they bounce back to the original position.

Have Fun!


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Luke314pi
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Location: Minneapolis, MN
Posted: 28th Jul 2006 22:06
I can't wait to try these scripts in my game tonight! Thanks!

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