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FPS Creator X10 / is there a way to trigger a script to destroy another trigger zone script

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science boy
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Posted: 9th Aug 2010 17:39 Edited at: 9th Aug 2010 17:40
for example

i have rolfys weather system which when triggered does rain always.
and until the level is finished does the script loop end.

so is there a way to trigger a script that will destroy the earlier timer loop?

or budokaiman is there anything that can be inserted via your mod?

any info welcome

also i have discussed with rolfy and his response was need a modder or pro scripter. plus the guy is very busy.

cheers all

an unquenchable thirst for knowledge of game creation!!!
Soviet176
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Posted: 9th Aug 2010 18:57
Well you could use the rain area and just put multiple trigger zones for the areas you want it to ran in.

Putting fear back into sliced bread since 4th May 2010
rolfy
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Posted: 9th Aug 2010 19:27
He's already tried with multiple zones, used to be FPSC could only use one timer per level when these scripts were created, there are area zone scripts in the pack. I havent kept up entirely but arent there etimers now, maybe someone more script savvy can help him out here, its no problem if you want to post the original scripts here from the pack.
I dont know if variables are possible in x10 or if they implemented into mystic mod, but would help with this.
Le Shorte
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Posted: 9th Aug 2010 20:58
In mystic mod there's an entity localtimer, so you could use that!

Putting the fear back into sliced bread since 4th May 2010
science boy
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Posted: 10th Aug 2010 16:21
thanks rolfy and le shorte for speedy responses.

and i will put your script up if someone asks, thanks rolfy.

le shorte can you explain the ins and outs of entity localtimer please

an unquenchable thirst for knowledge of game creation!!!
Le Shorte
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Posted: 10th Aug 2010 18:52
Alright, so the entity local timer works like a normal timer (timergreater=X:somecommand), but is attached to only that one entity. So you could have a normal timer, and it would affect everything, but a local timer only affects the entity of origin.

I'm not quite sure what the weather system is, but if it's an entity, you can make a local timer script and set it to how long you actually want the rain to appear, then you can add that as the main for the weather effects. If it's a zone with "plrwithinzone=X," then add the local timer in the first and last line. The first one being the command to start the local timer, and the second being the one for "localtimegreater=X, destroy."

Hope this helps, if you could give me details and screenshots in the editor of the weather system, I may be able to help more if this doesn't work.

Putting the fear back into sliced bread since 4th May 2010
science boy
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Posted: 11th Aug 2010 16:45 Edited at: 11th Aug 2010 18:09
the weather system is a set of animated huds that run from the trigger zones.

and all is good unless jumping one trigger zone into the next one, there is a pause between loops and sometimes you have to go to original square of the t'zone.

so i am trying to find a smoother running solution.


but also it looks awesome when running and hardly any memory is used for the effect and worth the chase up and challenge.

again thanks rolfy,and le shorte

ps mr illusionist is (well, he was on the case)with it but it is not quite there yet.

an unquenchable thirst for knowledge of game creation!!!
budokaiman
FPSC Tool Maker
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Posted: 12th Aug 2010 18:41
Quote: "I dont know if variables are possible in x10 or if they implemented into mystic mod, but would help with this."

They are in the current beta, will be available at next update.

Putting the fear back into sliced bread since 4th May 2010
Le Shorte
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Posted: 12th Aug 2010 18:51
Wait, was the beta sent out? I didn't receive it if it was

Putting the fear back into sliced bread since 4th May 2010

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