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FPSC Classic Scripts / decal follow a waypoint?

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Inverted
18
Years of Service
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Joined: 19th Nov 2006
Location: Oregon
Posted: 3rd Dec 2006 17:21
Hey guys,
I just thought of this uber theory.
Lets say you have a fire decal
You place 5 fire decals on top of eachother, You give each one a script to follow a waypoint, each waypoint a bit longer than eachother.
That way it will look like the fire is getting bigger and its streaching across the room.
The player sees it and their like holy krikey!


And then the fire reaches explosive barrels and BAM-KA-BOOSH they explode!
Does anyone know how I would apply a waypoint to a decal
And how i would make it explode when it hit the barrel

Opposites are different, not wrong
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 3rd Dec 2006 18:08
ok

State=0,activated=1:rundecal=3,state=1
state=1,waypointstate=1 etc etc

Basically for state 1 copy the follow.fpi into script, and infront of each waypointstate= add
Quote: "state=1,"


should work.

Then trigger the decal from a trigger zone, using the decals name in the "ifused" field on the triggerzone.

Rough idea, if you can script a bit, you'll see where I'm going.

Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 3rd Dec 2006 18:17
Thought only characters could follow waypoints...

AE

Gam3r
18
Years of Service
User Offline
Joined: 15th Mar 2006
Location:
Posted: 3rd Dec 2006 19:56
Any entity or dynamic object can follow waypoints

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xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 4th Dec 2006 16:14
Quote: "Any entity or dynamic object can follow waypoints
"


Interesting.... how do you do it?

Best.

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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