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FPSC Classic Scripts / How can I activate a story zone after something is used?

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Swhale aka The FPS Creator
20
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 16th Dec 2006 17:50 Edited at: 16th Dec 2006 18:47
My goal is to have the player open a safe, and then display a picture(.tga) with papers and whatnot included inside like I can do with a story zone. I have all the models and scripts and stuff to animate it. Is there any way to have entities trigger 'video' when used? If not, more preferably, is there a way to have a story zone activate after soemthing is used (similar to dooruse)? Thanks in advance!

this is the .fpe used;
.



and this is the .fpi script used so far;






*edit* I just updated the fpe used

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Swhale aka The FPS Creator
20
Years of Service
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 16th Dec 2006 18:40 Edited at: 16th Dec 2006 21:16
Thanks fo rthinking about helping, I skrewed with things enough to get them to work. If anyone would like to know how I got it to work, study the differences between the two code snippets from my first post, adn this one

.fpe used;



and the .fpi script;


please note that the activateifused=1 in the .fpi script is not pertinent, I accidentally left it in there, and it does nothing.

*edit* Also notice the music replays after exiting the displayed pic in game. This is caused by the placement of stopsound.

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Storm 6000
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Joined: 10th Oct 2004
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Posted: 17th Dec 2006 02:11
yer nice or you could just have put the video file path where $1 is and you didnt have to change the fpe script the $1 can be changed in the editor

Thanks
Adam
Swhale aka The FPS Creator
20
Years of Service
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 17th Dec 2006 04:55
hmm, thx, lol, i usually look too far into things and the ovbious escapes me...

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