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FPSC Classic Product Chat / Deleting Entities

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Ekipshi
17
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Joined: 20th May 2009
Location:
Posted: 8th Apr 2010 02:19
Is there a way to delete or at least hide a dynamic entity aside from using the destroy command? The destroy command will not work and I need to find an alternative for now

moncho
18
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Joined: 12th Apr 2008
Location: houston tx
Posted: 8th Apr 2010 02:39
try rewriting the script
Ekipshi
17
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Joined: 20th May 2009
Location:
Posted: 8th Apr 2010 02:46
I've tried many different rewrites, the destroy command fails to get rid of the object completely. (No function and no collision but still showing)

Thraxas
Retired Moderator
20
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Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 8th Apr 2010 11:38
Write a script which takes health from the entity. Once the entity's health reaches 0 it will destroy the entity. I have used this to destroy many objects in game.

For instance I had the player trapped in a room with windows and no means of escape. Outside the window was a generator object. I used a timer (using a mod with entity timers makes this much easier) to set how long I wanted the entity to 'stay alive' (which was triggered when the player walked through a trigger zone in the cell). Once the timer reached the time needed I took all the health from the entity, which runs the destroy script (in this case triggering an explosion, which smashed the windows and freed the player). The entity was now removed from the game.

Your signature has been [mod edited] :-p
Ekipshi
17
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Joined: 20th May 2009
Location:
Posted: 9th Apr 2010 00:48 Edited at: 9th Apr 2010 00:49
All right, I've tried what you said Thraxas, and it still does not want to work (does the same thing the destroy command does(No function and no collision but still showing) )

I've tried using the set target and move to target commands, to no avail (it ends up rotating a bit and not going anywhere)

Enemies disappear just fine (Which is the same as using destroy on a dynamic entity?)

This happens on instances where I'm using a custom script on weapons (using destroy at the end or even still just the default pickup command w/o destroy gives me the weapon yet the model lingers) or when I need to delete a dynamic entity so another can take it's place (simulating movement or opening lockers and such)

Hockeykid
DBPro Tool Maker
18
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Joined: 26th Sep 2007
Location:
Posted: 9th Apr 2010 00:55
use setalphafade=0

Ekipshi
17
Years of Service
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Joined: 20th May 2009
Location:
Posted: 9th Apr 2010 02:07 Edited at: 9th Apr 2010 03:25
Quote: "use setalphafade=0"


Tried inserting that numerous ways into the script, and still the object lingers afterward... I don't know why this is happening, and from the looks of things No one else is getting this issue.

Perhaps something in the most recent Fenix mod (Probably attributed to Horror Mod) is messing it up. I'll test it with vanilla or a different mod in a bit and see what result I get...

It may also be (though i highly doubt it) ever since i started using MP38's shaders with the objects (though some that linger just use his RE-Flash Shader)

EDIT: Whoa whoa whoa... this is a rather odd dilemma, it seems that objects destroy perfectly fine on other maps, but on my current WIP, they do not... Anyone know of anything that can cause conflicts like this?

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