Quote: "I followed the instructions but I'm a little confused, its having error's (Crashes, ect.) It may just be that I need to re-install fpsc, as there is problems every couple weeks. "
You will need v1.09 or higher for the FPI variables. (this effect uses variables 70 to 75)
It was tested here with v1.12.
Which version gave you the errors?
1) You need to put all the files in their proper folders, so the scripts go in the scriptbank, etc.
2) Place your five doors in your map and name them door1, door2, door3, door4, and door5.
The doors each have their own script which handles their individual timers.
So, door1 gets the door1 script and door2 gets the door2 script and so on.
Assign the proper door script to each door's Main AI.
3) Place your five switches next to your doors and name them switch1, switch2, switch3, switch4, and switch5.
All of the switches share the same script, so assign the included switch script to all their Main AIs.
4) Put the door names in the IFUSED of the switches, and put the switches' names in the IFUSED of the doors.
So, door1 would go in the IFUSED of switch1, door2 would go in the IFUSED of switch2, door3 would go in the IFUSED of switch3, and so on.
AND switch1 would go in the IFUSED of door1, switch2 would go in the IFUSED of door2, switch3 would go in the IFUSED of door3, etc.
The doors and switches activate each other instead of the normal one way communication.
5) Place a dynamic (Static Mode = NO), invulnerable (Strength=0), immobile (IsImmobile=YES) entity in the map and set its ALWAYS ACTIVE to YES.
Now give this entity the timer script.
6) Place a dynamic (Static Mode = NO), invulnerable (Strength=0), immobile (IsImmobile=YES) entity in the map and set its ALWAYS ACTIVE to YES.
Now give this entity the trigger/display script. (it does both)
Can somebody else please try this and see if they have any problems with the install?
Quote: "Btw, I peeked at the code, and nightmares came rushing back. It reminded me of when I was learning Java scripting. You're a genius for doing this. "
Thanks, but Lee Bamber is the genius for creating the FPI scripting langauge.
I should probably go back and add the comments while it is still fresh in my mind.
It was a good idea and then it took a lot of trial and error.
I can assure you that it does work flawlessly on my end.
I hope we can get the install problems corrected.
Maybe the file is corrupted or something, so anyone else's efforts testing this would be greatly appreciated.
Quote: "Do you still have the .fpm file?"
yes
Here is the .fpm file if that helps.... (uses stock media)
The DANGER sign runs the global timer and the SECTOR 12 sign is the trigger.
So, walk up to the sector 12 sign to activate the intial opening of the doors and the display telling you how many are open.
This effect worked out rather nicely and made a wonderful example of using the multiple timers script that I recently made.
I plan on using this in my games too, so thanks for a cool idea. (I hope you didn't mind me sharing the solution-I should have asked b4 posting it)
I might expand it and give the doors different amounts of wait time, so the player would have to close them in the right order to get them all closed.
Or that could be re-used later for extra difficulty.
Edit
I forgot to specify the exact path for the scripts.
The maintimer is ...
C:/Program Files/The Game Creators/FPS Creator/Files/scriptbank/user/timer
The rest of the scripts go here...
C:/Program Files/The Game Creators/FPS Creator/Files/scriptbank/user/5 doors
So you will need those folders to use the .fpm I included.
Just right click the doors, signs, and switches and you can see the paths that I used for the scripts.
Or you can reassign their AiMains to the paths where you put the scripts.
All of the IFUSED sections for the doors and switches are set for you already, so that should help.
When building your own map you won't have to have the same sub folders that I used, only when using this .fpm file.
You can put your scripts wherever you want in the scriptbank, since you will assign the path to each entity/segment manually anyway.