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FPSC Classic Product Chat / Re-spawning figure from trigger after restarting

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techno
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Posted: 5th Mar 2011 10:57 Edited at: 16th Jun 2011 21:46
I'm in a passage, and I've placed thug1 just round the corner. I've set "Spawn at Start" to "No". and "Spawn after Delay" to "Yes".

Just before I hit the corner I enter a trigger zone with the "main script" as "playerinzoneactivateused.fpi" and "if used" set to "thug1".

When I play this it works fine. I go through the zone, turn the corner, and there's the thug.

However, if I get killed and go back to the start, the thug isn't there when I get to the same place.

If I kill the thug I don't want him to respawn; but if I'm killed by the thug and get returned to the start, then I need the zone to re-activate the thug.

Could someone please tell me what are the settings (for either the thug or the zone) to re-set things if I'm killed, but to leave things as they are if I'm not killed?

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Thraxas
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Posted: 5th Mar 2011 12:31 Edited at: 5th Mar 2011 12:34
I don't understand. What you want to happen should happen by default.

You don't need to set 'spawn after delay' to yes though to have the thug appear using a trigger zone. 'Spawn at start' set to no will suffice.

EDIT

I've tried this multiple ways, but the thug is always there. Can you upload your .fpm if it uses all stock media?

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
techno
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Posted: 5th Mar 2011 14:02
OK, thanks for your help.

I'm in level 4. I pick up the gun, shoot thug 1, go through the zone and round the corner to thug 2. Shoot thug 2 then allow myself to get shot by thug 3, 4 or 5.

Get taken back to the start. Go through the zone and round the corner, thug 2 isn't there.

Just trying to learn how to only create things as needed, but can't work it out.
Dark Frager
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Posted: 5th Mar 2011 15:48
I know what you mean, the fact that when you kill a character and get killed, you come back and the character that you killed is not there is a "feature" in FPSC. No idea how to get around it.


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techno
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Posted: 5th Mar 2011 15:53
Not seeing a character I've killed is fair enough. What I can't work out is why I can't re-trigger the zone and re-create a character for a second time. The file's attached to my above post.
Thraxas
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Posted: 5th Mar 2011 22:23 Edited at: 5th Mar 2011 22:34
OK, so just so I understand.. you want a character you have already killed to respawn? Because I played your level. IF I kill Thug2, he stays dead... If I don't kill him, he's still there...

A man will one day wear a tophat in glasgow on a sunny day juggeling grapes while humming the jurrasic park theme tune.
techno
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Posted: 6th Mar 2011 09:38
That's right. What I'm trying to do is this.

If I kill thug2, then later get killed by thug3 and return to the start, should thug2 not re-spawn for a second time when I go through the zone a second time?
Dark Frager
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Posted: 6th Mar 2011 10:49
Trigger zones as far as I know are for one-time use only unless someone works out a clever script.


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Thraxas
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Posted: 7th Mar 2011 07:02
Dark Frager is right the trigger zone won't activate the character again. I did try to use global variables to get the effect you wanted but was unable to produce the desired effect.

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techno
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Posted: 7th Mar 2011 09:33
OK. Thank you for all your help.

Looks like this isn't possible, but thanks for trying.
Ched80
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Posted: 7th Mar 2011 09:33
I tried extensively to understand the "re-spawning" of enemies to achieve the effect you want and I can confidently conclude that this is not possible with stock FPSC. I believe it is possible with PB-mod.

I've not tried with PB, but I have it on good authority that it is possible with this mod.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Thraxas
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Posted: 7th Mar 2011 10:30
Can you explain what the reason is for wanting him to respawn? I assume what you were doing here was just a test, but if you give an explanation of what you want to achieve, maybe someone can help do it in a different way.

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techno
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Posted: 7th Mar 2011 10:41 Edited at: 8th Mar 2011 08:31
Yes. Thanks Thraxas.

Just simply, that if I get killed and sent back to the start, or back to a way-point, I would have expected everything to be reset and for me to face the same enemies the second time as I did the first time.

I kill thug2, then go on and get killed by thug 3 (because by then I haven't got much health or ammo for example). Then I get sent back to the start.

When I play the second time it's easier. Thug2 is no longer there. The first enemy I have to deal with is thug3 (and I've still got all my ammo and all my health). This makes the game easier the second time through.

I've dabbled with the Unity game engine in the past, and it's possible to reset everything with that (though Unity is far more complicated to use). FPSC is much easier, but I suppose that's the trade off.

It looks as though I could get through the game killing thug1, then getting killed by the thug2 and getting sent back to the start. Next time, I kill thug2, then get killed and sent back by thug3. Next time, killing thug3, then getting killed by thug4; and so on.

Wouldn't make very good game play if I could get through the whole game only ever killing one person at a time before getting killed myself. That surely can't be right.
FPSC X9
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Posted: 16th Jun 2011 15:01
Hey i want to make trigger for one time becouse i go to the trigger and the effect appear with sound but when i get to the trigger zone the sound repeat.I want to make the trigger disappear when the player step on one time
Anigma
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Posted: 16th Jun 2011 17:01
I'm perusing Ched's FPSC script commands guide and I see a Reset command in there, anyone give it a try? I have no idea what it does, but it sounds like it is supposed to do what you're after.

The one surefire method you could use (this would add some realism as well) is to only give the player one life. If you die, it's game over. Then you don't have to worry about resetting things. This is how I do it, because in real life that's what you get: one life. I intend to configure the game menus to allow you to restart the last level you played if you get killed so you don't have to go hunting around for a savedgame or start completely over, but this would also achieve the desired effect. I agree with you; if you die, you should have to completely restart that level enemies and all, not just simply make your way past all the dead bodies that the previous "you" was able to take out before dying. Every other FPS I've ever played worked this way, but of course, FPSC has to be different.

It compiled! Ship it!
uman
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Posted: 16th Jun 2011 20:32 Edited at: 16th Jun 2011 20:33
This is one area that the spawning via trigger zones needs looking at in helping with the loading and unloading of entities too, whereby one would possibly need multiple instances of respwaning via trigger zones or any other method precisely when required.

The reset function may help with this if built into a script.

I had thought of trying that but not gotten around to it.

Ideally spawning on player proximity range or sight via script without trigger zones would be most helpful.

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