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FPSC Classic Scripts / Corridor and the wall; activete items

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Captain Kirk
19
Years of Service
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Joined: 30th Aug 2005
Location: Sickbay
Posted: 1st Oct 2006 16:07
I put a service corridor into my game.
But the wall hide a part of the corridor. (I attached a picture to describe my problem)

How can I resolve this?

My other question about activating an item (button, switch):
If I get close to an activable button, door, switch, I can activate it, and a text appears "Press key to activate".
But I want to activate the button (and appear this text), when I very close to it. Directly close to it. How can I reduce this activable item's "proximity detector"?

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The Silent Ayehika
18
Years of Service
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Joined: 15th Apr 2006
Location: My Home
Posted: 1st Oct 2006 16:17
i only know the anwser on your first question and the awnser is no.
as far as i know no.

Listen up.Im EBIL.
Mess with me and PREPARE TO GO TO EBIL HELL!
xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 1st Oct 2006 18:08 Edited at: 1st Oct 2006 18:13
To get away from that cut-away look, replace the block wall. When you cut into a wall with a corridor, it removes the wall section where it comes in contact with it. Simply select the proper wall from the library on the left, and using the "M" key to place it, put it back where it should be. Then add a door that works with the wall you are using.

See attached image.

Using sci-fi segments with WWW2 segments is always going to be a little odd, but this will work for any combination. Without the use of a door, you are pretty much stuck with the cut-away wall.

As for the proximity of the switch, look in the fpi script assigned to the switch's AI Main (probably switch1.fpi) and change the value:

plrdistwithin=50

to a smaller value.

Happy Game making.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

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Captain Kirk
19
Years of Service
User Offline
Joined: 30th Aug 2005
Location: Sickbay
Posted: 3rd Oct 2006 11:39
Thank You.

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