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FPSC Classic Scripts / Kill civilian activates Wall

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Script Junkie
16
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Joined: 9th Mar 2010
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Posted: 31st Mar 2010 01:38
Hi,
I want a wall do appear when a civilian is shot. I put the destroyandactivate.fpi in the civilian's main, but i dont know how to reference the wall, once there's no "if used" in the character's properties.

thanks
zeza
18
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Joined: 27th Jun 2008
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Posted: 31st Mar 2010 01:56
Try rewriting the destroy script to activate a target using settargetname=wall,activatetarget=1

Hope This Helps
Script Junkie
16
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Joined: 9th Mar 2010
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Posted: 2nd Apr 2010 16:37
ok
I made it like this, but it's not working.
please let me know what i'm doing wrong



ctm
21
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Joined: 25th Feb 2005
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Posted: 2nd Apr 2010 18:46
you could add a line like IFUSED = Pillar to the characters fpe file.

It's described in Nickydudes official community guide at page 89 "shoot several enemies to open a door".

Just make a copy of the character fpe and the editor pic which has the same name and rename both to something unique like: Civ(ifused=Pillar)and add the line ifused = Pillar to the ai section of the characters fpe. Change the name in the "desc =" in the fpe to the new name too else it will show the old name in the editor.
The destroyandactivate.fpi will work fine then.

The "Pillar" gets spawned when its name is Pillar, Static Mode is set to No and Spawn at Start is set to No.
TZap
20
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Joined: 29th Aug 2005
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Posted: 3rd Apr 2010 23:27
You can also use variables which supercedes the tip I suggested in the guide (shoot enemies to open door). This was a solution before an update (1.09 I think) introduced variables.

1) In a modified version of the characters destroy script, add 1 to a variable.

2) Set "Spawn at start?" in the wall's properties to No. In a modified version of the wall's appear script, check if the variable is = 1, if it is, activate the wall.

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