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FPSC Classic Scripts / Some script questions!

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Inverted
18
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Joined: 19th Nov 2006
Location: Oregon
Posted: 20th Dec 2006 19:39
Sup guys,
I'm going on a cruise to mexico for all of christmas break so I have no computer,
but I have a HUGE project instore for when I come back,
story and everything is planned out, i just have a few scriping questions I have that can be answered by the time I come back so i can get right onto making the game:

anyways,


1) How would I could about making it once you open a door the guard outside turns agresive, but when your inside the cell and the door is closed he doesent attack you

2) How would I go about making it so you could shoot the lock off the door and the door would open?

If I think of more before I leave I will post them here

Opposites are different, not wrong
Swhale aka The FPS Creator
20
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Joined: 22nd Oct 2004
Location: My computer chair, no zip code sorry
Posted: 20th Dec 2006 19:47
Alrights,

1.) You could put trigger zones on either side of the exit. The one outside should change the guards script to an aggressive one, and the one inside should revert it back to passive or whatnot. You would just have to figure out how to make it reaccuring, unless you only needed to do it once (which i suppose you would).

2.) For the lock, theoretically you could put in an inanimate cell door with a lock on the texture, then when shot, or destroyed or whatnot, it would call for the animated entity to replace it, but you couldnt make it so that only when the lock portion of the door is shot it will occur.

Your signature has been erased by a mod because it's larger than 600x120
Inverted
18
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Joined: 19th Nov 2006
Location: Oregon
Posted: 20th Dec 2006 19:50
Thanks,
Ill try the stuff out

Opposites are different, not wrong
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: 20th Dec 2006 19:56
Glad ~

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filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 20th Dec 2006 21:36
What Swahle said is pretty much correct, but just to add to that.

Quote: "1.) You could put trigger zones on either side of the exit. The one outside should change the guards script to an aggressive one, and the one inside should revert it back to passive or whatnot. You would just have to figure out how to make it reaccuring, unless you only needed to do it once (which i suppose you would). "


I don't really know if you can use the 'runfpi=X' from a triggerzone for a character. I mean, the runfpi=X would run for the triggerzone itself, not for another character. But you can surely try that out.
I would suggest, using 'plrdistancewithin' in the guard script instead.

Quote: "2.) For the lock, theoretically you could put in an inanimate cell door with a lock on the texture, then when shot, or destroyed or whatnot, it would call for the animated entity to replace it, but you couldnt make it so that only when the lock portion of the door is shot it will occur."


Use a fake door. And use a lock entity (model it). Then you can make sure you actually have to hit the lock for things to work.

-- game dev is fun...but taking up too much time --
Inverted
18
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Joined: 19th Nov 2006
Location: Oregon
Posted: 20th Dec 2006 21:52
Thanks filya,
Yeah basically im trying to make it so when you break the lock on the cell door the guard starts attacking you.
So I guess i could incorporate that into my lock breaking script.
Do you have a script for the lock that I might be able to use.
Like a script, the lock has 1 health, when the lock breaks it opens the door or somethin like that.

thanks in advanced,
-inverted

Opposites are different, not wrong
filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 20th Dec 2006 23:32
its pretty easy.

open the script for door(key).fpi (dont remember the exact name)
copy the part someplace after 'plrhaskey'

now use the dissapear.fpi script in the lock's destroy field.
make sure you paste the earlier copied script someplace in here.

Ofcourse, you shall have to understand a bit of scripting to do all this. But this is all I can do right now sitting in my office.

-- game dev is fun...but taking up too much time --
Inverted
18
Years of Service
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Joined: 19th Nov 2006
Location: Oregon
Posted: 21st Dec 2006 01:47
Thanks,
I'll figure it out, as of now im leaving for mexico in the morning

Opposites are different, not wrong

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