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FPSC Classic Product Chat / Trigger Maps?

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That Guy John
16
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Joined: 30th Apr 2010
Location: United States
Posted: 6th May 2010 06:33
Can you some how trigger a map?

let me explain: I am trying to figure out how to make use of the "static" enitity buildings.
Say I want to use one of the buildings provided in a model pack (or purchased by itself.. whatever), you can't really enter these buildings.

What if I built my own map of the inside of a building, would I be able to trigger that map some how by walking up to the door way of this building then of course triggering the original level map by leaving the building?

Or would building different levels be a simpler way of doing this?

ThatGuyJohn.com (personal blog)
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 6th May 2010 08:29
I wouldn't suggest using seperate levels for the inside/outside of a building. A more productive approach would be to write a script for a trigger zone to teleport the player to a new location on a keypress. So, the player can walk up to a closed door, a HUD will display (i.e. "Press X to enter building"), and the script will teleport the player to a new location on the same level, that represents the inside of that building. This new location could be under the outside level, out of sight.

Another trigger zone in that area by the door, would take the player back 'outside'.

Kravenwolf

That Guy John
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Location: United States
Posted: 6th May 2010 10:12
Thanks Kraven, I actually understood that. Figuring out how to impliment it might be a little more difficult, but I will give it a shot..

Thanks again

ThatGuyJohn.com (personal blog)
CapnBuzz
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Joined: 8th Jan 2010
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Posted: 6th May 2010 21:47
Ah, I was going to use different levels for indoor/outdoor as well... Thanks Kravenwolf for heading that off at the pass! Makes a lot of sense.
That Guy John
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Joined: 30th Apr 2010
Location: United States
Posted: 7th May 2010 09:42 Edited at: 7th May 2010 10:33
Well, that was easy to figure out.

I started with playing with the teleporters, figured out how to work those. Now all I have to do is create a simple entity to put in front of building entrences and exits and give those entities the same properties and scripts as the teleporters minus the sound and that should be it, right?

Ive already done it with the teleporters, any element should be able to share similar scripts.. I would think.

[Update] never mind, I thought I had it..

It isn't really necassary for me to know how to do this, but I thought it would be a good excercise for me to try and go out of the built in functions. I will keep hammering at it, things always give in with a bit of hammering.

It has to be something simple that I can do with the provided scripts.

Please, no one blurt out an answers for me I'm just thinking out loud here, I'll get it.

ThatGuyJohn.com (personal blog)
Kravenwolf
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 7th May 2010 12:13
Quote: "minus the sound and that should be it, right?"


It's up to you. You could add the sound of a door opening and closing to add a nice additional effect. Take a look here.

When I press F, a HUD covers the screen as a heartbeat plays for three seconds as the player is teleported to the other side of the door. Then, the HUD disappears, and the player is on the other side of the door. Makes for a classic Resident Evil style effect

Kravenwolf

That Guy John
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Joined: 30th Apr 2010
Location: United States
Posted: 10th May 2010 13:44
I see what you mean, and I finally figured it out, minus the whole HUD thing. That is the next thing I will look into.

Once again, Thanks Kraven, you are very helpful.

ThatGuyJohn.com (personal blog)
Proposal for new forum section - The Business End - http://forum.thegamecreators.com/?m=forum_view&t=169868&b=39

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