Quote: "I used this script by Conjured Entertainment."
Oh really, and just where did you get it, because I don't remember making an exampleb with a ogg file? (I never use all caps in a script - even in the comments)
Here is my earthquake script
;Artificial Intelligence Script
;Conjured Entertainment
desc = earthquake example
;Triggers
:state=0:coloff,localvar=9,state=1
:state=1,scancodekeypressed=50:timerstart,state=2
:state=2:associateplayer
:state=2,timergreater=50:timerstart,moveup=4,incvar=1,state=3
:state=2,vargreater=10:unassociateplayer,setvar=0,state=1
:state=3,timergreater=50:timerstart,moveup=-4,state=2
;End of Script
that I do remember, and here is the
Puppet Script thread that I posted it in.
Quote: "What happens when you do not have this script in? does it do the same? ofcourse, if it doesnt, then we know it is problems with the scripts. try putting them in again and see what happens."
Quote: "fpsc only crashes if this script is in, else it works perfectly..."
If you want to blame me for one of my scripts not working, then set it up per the instructions included with it before you point the finger at me/my script.
You are using a trigger zone instead of an entity which is your problem since the script associates the player and then moves the object up and down.
Quote: "If you're using 1.17 or above, or any mod with AirMod, you can use the camshake=X command for an earthquake effect."
Yeah, I need to look into that as well, since my earthquake script is old.
@ Marc Steene
Is there a list of all the new FPI actions/conditions for v117 or v118, since it includes some of the mod's stuff? (but not all the mod's actions/conditions, right?)
I've been using the etimers (no need for my multiple timers anymore) and that is a time saver, so I was wondering what others I could be using.
You guys know that I always used the stock engine, so I am clueless as to Hockeykids FPI and a list of what was added to the FPI would help.