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FPSC Classic Scripts / Trigger Flying Back

Author
Message
vorconan
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 3rd Dec 2006 21:14
Anyone know whats wrong with this?

;Artificial Intelligence Script

;Header

desc=Word Puzzle No.1 (1st row)

;Triggers

:state=0:state=1
:state=1,plrwithinzone=1:plrmoveup=400,plrmovesouth=400,plrmovedown=400,state=1

;End Of Script

so what's the job?
xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 3rd Dec 2006 23:28
I don't see anything wrong with the syntax. As for the distance, I think 400 would move the player out of the zone so that's a problem, but I never could get the command to work anyway.

Best.

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

vorconan
18
Years of Service
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Joined: 4th Nov 2006
Location: Wales
Posted: 4th Dec 2006 18:43
thanks, i've tried it on 25, 100, 10000 etc. it just never seems to work

so what's the job?
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Dec 2006 20:20
I never got the plrmoves to work either.
Use Merranvo's method of associating an entity (skull) to the player and then move it.
Take a look at one of the various Jetpack scripts that are offered here in the forums.

Don't forget to visit Conjured Entertainment
vorconan
18
Years of Service
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Joined: 4th Nov 2006
Location: Wales
Posted: 4th Dec 2006 20:56
i've tried the jetpack script but it's not really the exact movement that i need, as for the skull, we'll have to wait and see what i come up with

so what's the job?
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Dec 2006 23:59
Quote: "i've tried the jetpack script but it's not really the exact movement that i need, "

Yeah,
I suggested the jetpack script as an example just so you can see how the effect is accomplished.
Naturally you will have to modify it for your desired movement.

Quote: "we'll have to wait and see what i come up with"

Good Luck

Don't forget to visit Conjured Entertainment
Les Horribres
19
Years of Service
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 5th Dec 2006 06:55 Edited at: 5th Dec 2006 06:56
Well, the problem is that after you change it, it instantly reverts to 0.

Skulls can be moved arround and the player can easily be teleported to them. Making them a great work-around.

And it isn't the jetpack you want... it is the CAR script (or cutscene) I released only five hundred times. Plrmoveifused (naturally you have to add the 'ifused' into the enemy FPE).

And Conjured... I tried... but I can't seem to get plrmoveto working right... it should... the source is all there... but it doesn't seem to work.

Wisemen are hard to find, they are tarnished by sayings and quotes that are not of their true nature.
Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 5th Dec 2006 07:11 Edited at: 5th Dec 2006 07:32
Quote: "but I can't seem to get plrmoveto working right"

Thats the only one that does work for me.

It only works on Dynamic entities.
It won't send the player to anything that is static.
If you are facing the wrong direction after you get moved, then rotate the entity you are going to.
That should straighten you out. (I always use blood-splats)

Yes the plrmoveifused is the same action used by the teleporters, so you know it works.
I had fogotten about that one.

Don't forget to visit Conjured Entertainment

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