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FPSC Classic Scripts / door question

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code65
18
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Joined: 29th Sep 2006
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Posted: 3rd Oct 2006 08:13
this may be the wrong spot for this question if so sorry, anyway is there a way to set doors to break after they take so much dammage? if so how do you do it? thanks.
xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 3rd Oct 2006 16:46
In the editor, right click on the door entity to view it's properties. Change the "Strength" property to a lower number. Between about 1 and 10, you can walk through the door and destroy it. A higher number will take more force. The default setting (0) is invincible.

As for the door actually "breaking", well it just disappears.

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

code65
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Posted: 3rd Oct 2006 19:16
i try but when i scroll over it dosnt light up green that i can click on it
xplosys
18
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Playing: FPSC Multiplayer Games
Posted: 3rd Oct 2006 20:21
In the library, select "entities" first. Then when you scroll over it, it will be available.

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

code65
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Posted: 3rd Oct 2006 21:05
i got it, thanks but now theres 1 more thing when i set guns up to lean on walls when i go to test it there on the ground, i put it on static just to see and it leans on wall then but i cant pick it up, any tips?
FredP
Retired Moderator
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Joined: 27th Feb 2006
Location: Indiana
Posted: 3rd Oct 2006 21:35
You can't move static entities.It's the way they are rendered.
The gun will have to be a dynamic entity and the main AI script will have to be weapon.fpi or weaponglow.fpi to get it to work.
If the weapons don't want to stay where you placed them when you build the game the try setting isimmobile to yes.

code65
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Posted: 3rd Oct 2006 22:02
ok thanks ill try that
code65
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Posted: 3rd Oct 2006 22:19
i dont see the is immobal part for the guns, i see it on some other things but not the guns
FredP
Retired Moderator
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Location: Indiana
Posted: 3rd Oct 2006 23:44
Isimmobile...you will find that toward the bottom just above the physics.

code65
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Posted: 4th Oct 2006 00:16
i dont see it, i see it on desks and stuff like that but on guns right after physics i see optional visuals, same thing with ammo and stuff not there
FredP
Retired Moderator
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Posted: 4th Oct 2006 00:38
My bad.
Oops!
I screwed up...


Okay.
Then do this.
Find out where the entity for the weapon is located (for instance the colt .45) is in the entitybank\WWII\items folder) and back up your .fpe file for that weapon.
Then open the .fpe and put

isimmobile = 1

and then save it.
Then next time you run FPSC and you pick the weapon and place it in your level it should be immobile.

code65
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Posted: 4th Oct 2006 00:55
sorry but what do you mean by "and back up your .fpe file for that weapon.
Then open the .fpe and put" ? and thanks for the help
Prince
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Posted: 4th Oct 2006 09:58
He means copy the .fpe file and save it in a different location so that if you screw up you can always get your original.
code65
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Posted: 4th Oct 2006 20:31
ok well i did that but when i opened the file to put what you said in, it was already there but it dosnt show up on the game
code65
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Posted: 4th Oct 2006 20:39
oh hey and 1 more thing, when i went to say it said something about being a in a text thing and saving will remove all format, whats that mean?.. sorry for my stupid questions
code65
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Posted: 5th Oct 2006 07:49
i moved my guns arrond so they sit ina good spot now, thanks for the help

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