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FPSC Classic Product Chat / How to trigger 2 things on one use

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SH4773R
16
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 29th Jun 2010 04:22
How would i rig up a switch to not only open a door but turn on some lights as well?

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
Nilloc
16
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Joined: 14th Nov 2009
Location:
Posted: 29th Jun 2010 04:57
Change the lights script to lightoff.fpi then rename the light whatever you want for example name now go to your door (make sure its a remote one) change its name as the same as the lights now go to the trigger zone put that name under if used and apply ifused.fpi or something like that

Who da man?!
SH4773R
16
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 29th Jun 2010 05:00
oh ya, thanks i remember doing that before now! (bad memory) lol!

Who the hell is General Failure? And why is he trying to read my hard disk?

My software never has bugs. It just develops random features.
Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 29th Jun 2010 05:14
name them the same thing and trigger the thing by that name.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 29th Jun 2010 12:59
A really easy way is to just use two trigger zones covering the same segment area...

Metal Devil123
17
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 29th Jun 2010 13:10
Quote: "A really easy way is to just use two trigger zones covering the same segment area..."

But the one before is in my opinion easier. As you just have to put the trigger zone once, write the activateused there once, or look it from the folder once, and you don't have to be moving the zones if you make a mistake, you just right click the one zone there. Also I always name the stuff with short names like "lol", "tank", "fries" and all that random stuff...

Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 29th Jun 2010 17:25
I always make sure to keep my entity naming conventions basic. if an enemy is triggered than his name is "triggerguy1" and so on. if a zombie is triggered, his name is "triggerzombie1" and so on. if a character spawns at start, than his name is "spawnguy1" and so on.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 2nd Jul 2010 12:40
Sigh.... You didn't get what I meant, Metal Devil. You CAN put two trigger zones in the same place. Don't you people know this? If you hold down shift and drag the mouse while holding a zone, you can resize it. Anywhere the white lined box is covering is the trigger zone.

Thraxas
Retired Moderator
20
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Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 2nd Jul 2010 13:46
Quote: "Sigh.... You didn't get what I meant, Metal Devil. You CAN put two trigger zones in the same place. Don't you people know this? If you hold down shift and drag the mouse while holding a zone, you can resize it. Anywhere the white lined box is covering is the trigger zone.
"


Yes he understood, but he said it's easier to use 1 trigger zone and have everything else the same name... and I agree with him.

Your signature has been [mod edited] :-p
Metal Devil123
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 2nd Jul 2010 17:12
Quote: "Sigh.... You didn't get what I meant, Metal Devil. You CAN put two trigger zones in the same place. Don't you people know this? If you hold down shift and drag the mouse while holding a zone, you can resize it. Anywhere the white lined box is covering is the trigger zone"

I know that, and I use it when I need to put Sound Zone on top of the Trigger Zone. But I think
Quote: "it's easier to use 1 trigger zone and have everything else the same name... "

You can use your stadegy, but I was just telling mine.

PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 2nd Jul 2010 17:30
Oh, didn't read that. My bad, I apologize. Sorry guys, was half awake and quite grouchy

Red Eye
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Joined: 15th Oct 2008
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Posted: 2nd Jul 2010 22:19
Name door the same as light. Or viceversa.

Thraxas
Retired Moderator
20
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Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 3rd Jul 2010 01:25
Quote: "You can use your stadegy, but I was just telling mine. "


As far as I can tell we use the same strategy...

Your signature has been [mod edited] :-p
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 3rd Jul 2010 12:34
Confusion time!

So, Thraxas said this:

Quote: "Yes he understood, but he said it's easier to use 1 trigger zone and have everything else the same name... and I agree with him."


He was talking to me.

Now, Metal Dev said this:

Quote: "You can use your stadegy, but I was just telling mine."


.... in response to Thraxas, but I believe he thought Thraxas was talking as if he agrees with MY strategy. So that's why we're all confused now, makes sense?

Metal Devil123
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Location: Suomi, Finland
Posted: 3rd Jul 2010 16:33
Quote: ".... in response to Thraxas, but I believe he thought Thraxas was talking as if he agrees with MY strategy. So that's why we're all confused now, makes sense?"

In response to you, but I quoted Thraxas becouse... well... bye (jumps out from the open window next to him and runs to the sunset)

PW Productions
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Location: sitting in a chair.
Posted: 3rd Jul 2010 19:00
Oh. Of course Anyway, with that out the window...

Conjured Entertainment
AGK Developer
20
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Jul 2010 01:09 Edited at: 4th Jul 2010 01:18
I use the settragetname=x and the activatetarget=x to do this type of thing.
Then have the entity taking whatever action if activated.

Here is how I activate them...


:state=1:settargetname=nameofentityone,state=2

:state=2:activatetarget=1,state=3

:state=3:settargetname=nameofentitytwo,state=4

:state=4:activatetarget=1,state=5

:state=5:settargetname=nameofentitythree,state=5

:state=6:activatetarget=1,state=7


...and so on.

That is how I do it, and then I use something like below for the entity's script...

:activated=1:activate=0,state=1

...then I have state=1 do whatever.
As you can see I set the activated state for the enity back to zero to avoid getting stuck in an endless loop.

Edit
As a side note for new users...the activate=x is not a toggle, so you are not limited to values of only 1 and 0.
You can make it whatever number you want within range, and I am not sure what the range is, but I have had no trouble with activated states up to 99.
So, you can have it doing all kinds of different things and being activated to any of those activated states by any other dynamic entity.

   Conjured Entertainment

 WARNING: Intense Madness

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