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FPSC Classic Scripts / Apply a script to the player?

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Inverted
18
Years of Service
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Joined: 19th Nov 2006
Location: Oregon
Posted: 28th Nov 2006 02:20
Hello everyone,
I was wondering, I saw the objective script (where you hit tab and it brings up the objective then closes it when you release it)
How do you make this work?
Where do you put the script to make it go on the character?
I was also thinking, I have downloaded Zizacos light mask, I could use the same script for the flashlight as the objective, but how would i make it stay on screen until you pressed it again?

Thank you in advance,
-Inverted

Opposites are different, not wrong
Inverted
18
Years of Service
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Joined: 19th Nov 2006
Location: Oregon
Posted: 28th Nov 2006 05:23
Anybody?

Opposites are different, not wrong
Silent Thunder
18
Years of Service
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Joined: 6th Feb 2006
Location: The Ship
Posted: 28th Nov 2006 05:36
I already told you, check that other thread, attach it to an entity, always active=yes, dynamic.

Inverted
18
Years of Service
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Joined: 19th Nov 2006
Location: Oregon
Posted: 29th Nov 2006 00:47
O, Thanks silent thunder!

Opposites are different, not wrong
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 29th Nov 2006 07:04
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 29th Nov 2006 13:37
more than one way to skin a cat.



Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 1st Dec 2006 00:43
Quote: "you could add the key and hud commands to the setuplevel.fpi script in the language bank.

This would ensure they were always active (no risk of FPSC deciding to ignore your entity)"


Or you can right click the entity in the map editor and under Physics set Always Active? to Yes

This way, your custom scripts won't clutter the setuplevel.fpi
As Butters said, there's always more than one way to do it.


Don't forget to visit Conjured Entertainment

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