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FPSC Classic Product Chat / How to make floor break/fall when stepping on it?

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SekoIdiootti
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Joined: 14th Mar 2009
Location: Finland
Posted: 22nd Jan 2010 17:43
Well, the title of the thread says it all... Because that would be so awesome to do... But I don't know if it's possible... I was thinking that using some sorta entities as the floor (for the floor grate things in Cosmic Prophet's scifi pack for example) and then make them fall when step in a trigger zone... or something like that, but I don't know how to make them not fall right in the beginning and so they wouldn't spawn but be there from the beginning...

wizard of id
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Location: Sunny South Africa
Posted: 22nd Jan 2010 17:53
Search for one of my threads dynamic floors and the breakable boards thread that some one else created and combine the two theories...

Your best bet is to have a static segment mesh with a dynamic Ismobile flag entity.Pretty much the same as a door segment with a death animation in other words break up.

I am not sure what the collision will be like.But entities can not walk on it and player collision isn't all that great but works most of the time.X10 is also not fond of it....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

SekoIdiootti
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Posted: 22nd Jan 2010 17:59
I don't understand anything about your tutorial, LOL.
It's so complicated...

wizard of id
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Posted: 22nd Jan 2010 18:05 Edited at: 22nd Jan 2010 18:18
send me a mail.

*Edit*

Yeah I checked the thread again... a few people complained I just never got around to doing a proper tutorial with pictures.

lol when I read it again I was thinking what the hell was I thinking?

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

SekoIdiootti
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Posted: 22nd Jan 2010 18:24
Lol. Well, I don't think I need to email you about this, since I got it *kinda* working... But it doesn't fall unless you jump on it, so... But hey, jumping through basement filled with weird scifi technology and zombies is good excersise! XD (because there's a "platform" part in Lair of the Antichrist, lol)

wizard of id
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Posted: 22nd Jan 2010 18:28
Quote: "But it doesn't fall unless you jump on it"
You can animate it and have the auto door trigger applied to it.You would have to modify the the code a little to destroy it afterwords...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Marc Steene
FPSC Master
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 22nd Jan 2010 19:49
Create a dynamic entity using the same mesh and texture as your segment (one is available in the Egypt Model Pack). Leave a hole where the entity will go, and place a trigger zone on top of it.

In the trigger zone's main script, use plrinzoneactivateifused.fpi. Under the Trigger Zones if used box, put the name of your floor entity. In your floor entities main script, put:

:state=0:state=1
:state=1,activated=1:destroy


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Doomster
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Location: Germany
Posted: 22nd Jan 2010 20:06 Edited at: 22nd Jan 2010 20:07
Use this as the floors mainscript:



.

-Doomster

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 22nd Jan 2010 20:13
@Doomster, your script will be less robust than mine. By the looks of things, 75 units will destroy the floor before the player is actually on it, whilst you know what your getting with a trigger zone. Also, I'm not really sure what the plrhigher is for. The runfpidefault=2 also isn't necessary, as a destroy action is already available in the syntax.


FPSC MIGRATION: http://bit.ly/5I8LYO
FPSC NUCLEAR EXPLOSION: http://bit.ly/67v8GI
SekoIdiootti
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Posted: 22nd Jan 2010 20:13
Ooh, cool, thanks Doomster!

Metal Devil123
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Posted: 22nd Jan 2010 21:11
I don't know if this answer was made before, but if you make the floor as an entity and you'd destroy if in zone (where you step on it) and spawn stuff to fall down at the same time, it would propably do a nice illusion of it breaking...

Doomster
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Posted: 23rd Jan 2010 00:17 Edited at: 23rd Jan 2010 00:19
Quote: "your script will be less robust than mine"

No, it actually won't, a triggerzone has a vertical/horizontal size of 100 units, means, the floor already crashes when your on the floors edge, 75 Units is more to the middle, so it crashes when your standing near the middle of the floor.

I've used the plrhigher, because I forgot if plrdistwithin takes the Player Height in consideration, didn't want the floor to crash when the player's underneath it, lol!

And using runfpidefault=2 or destroy doesn't really matter, as they're doing the same thing... I'm just used to it.

Both of our methods will work perfectly, tough.

-Doomster

Marc Steene
FPSC Master
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Posted: 23rd Jan 2010 09:11
Quote: "No, it actually won't, a triggerzone has a vertical/horizontal size of 100 units,"


Then use a timer delay and freeze the player...both will work. Although I guess it removes the need for plrhigher. Whatever works best for SekoIdiootti.


FPSC MIGRATION: http://bit.ly/5I8LYO
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Red Eye
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Posted: 23rd Jan 2010 10:11
U can put debris = X in the fpe of the dynamic object, to fall into parts when u destroy it, you just need to call destroy into your fpi.


SekoIdiootti
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Posted: 23rd Jan 2010 10:25
Ok. Hmm, I'll try those thing and see which works best.

SekoIdiootti
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Posted: 29th Jan 2010 14:54
I used Marc's way to do it, and it works kinda nicely. Thanks Marc!
But there's one problem... It just disappears. It doesn't fall...

Marc Steene
FPSC Master
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Posted: 29th Jan 2010 16:28
@SekoIdiootti, that was what I intended to happen, I didn't realise you wanted it to fall. Try the script below in the floor entity:

:state=0:state=1
:state=1,activated=1:moveup=-5,coloff


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
SekoIdiootti
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Posted: 29th Jan 2010 17:17
Thanks again Marc!

SekoIdiootti
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Location: Finland
Posted: 29th Jan 2010 17:29
I post in this same thread, because I don't want to spam by posting hundreds of threads of my problems...
But all MP22 characters are invisible, when shader effects are on...

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 29th Jan 2010 18:06
I get the same problem...no idea why


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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