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SOLO DESIGN
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Posted: 23rd Jan 2012 15:21
Hi,
Is there a script that when attached to a trigger zone and the player enters this trigger zone that water starts rising in the level and stops when it gets to the top say 6 levels up or more?

I know x10 has got this but have not seen this in x9....

Mnay thanks Forum!!
Northern
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Posted: 23rd Jan 2012 22:43
Hello SOLO DESIGN,


With the FPSC X9 the water level will appear at the level that you put the trigger zone.

If you do not know how to turn on, the water, please do the following:

Step One: Place the trigger zone in the place where you want the water shows up.

Second step: Right click in the trigger zone to access the properties of it.

Third step: Now find the word main in column AI Scripts. Then click on the word Main to select the Main Line and note that appear at the end of the row a square with three points. Then click on the square.

Step Four: The previous action will open a window called Select File, where you will find the folder called "water scripts." Then double-click on it and choose the file called Water.fpi and click Open.

Step Five: Click the Apply Changes button to return to the map editor.

Step Six: Click the Test button Level. If all goes well you will now see the water.

-Changing the water level:

To change the water level is very simple:

To increase the water level: Press the Page Up

To reduce the water level: Press the Page Down.

It's all done!

Have fun!

Northern
Desecrated Studios
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Posted: 23rd Jan 2012 22:46
That was very useful, but i don't think that is what he was looking for Northern. He wanted to know if there was a script that when you enter the room, the water appears and starts to rise WITHOUT pressing a button.

I don't really know how to help you man, im bad a scripting. But if you just mess with the water.fpi script im guessing you can do it!

Best of luck,
- Josh
Northern
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Posted: 23rd Jan 2012 23:15
Hello Desecrated Studios,

Quote: "That was very useful, but i don't think that is what he was looking for Northern. He wanted to know if there was a script that when you enter the room, the water appears and starts to rise WITHOUT pressing a button."


Reading again the SOLO DESIGN's question seems to me that you're right Desecrated Studios, I guess I did not understand it correctly, anyway thanks for your explanation about SOLO DESIGN's question.

(Off topic) Maybe you will need to desaturate colors of the textures of your meshes in the level that you want to be black and white only, just a tip, though.

Cheers,

Northern
Desecrated Studios
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Posted: 24th Jan 2012 03:40
Quote: "eading again the SOLO DESIGN's question seems to me that you're right Desecrated Studios, I guess I did not understand it correctly, anyway thanks for your explanation about SOLO DESIGN's question."


It's alright man, we all make mistakes sometimes And no problem, just trying to help out the community!

Quote: "Maybe you will need to desaturate colors of the textures of your meshes in the level that you want to be black and white only, just a tip, though."


Well what i was going to do was just take every texture and send it through Photoshop's Black and White filter thing. And then everything would be black and white. But it would take forever to do that to everything.. Thank you for that tip though!
rolfy
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Posted: 24th Jan 2012 05:13 Edited at: 24th Jan 2012 05:18
Quote: "Well what i was going to do was just take every texture and send it through Photoshop's Black and White filter thing. And then everything would be black and white.But it would take forever to do that to everything."

Not if you know how to create an action and batch convert them
These sort of functions are the reason you would pay for Photoshop in the first place.

I thought this thread was asking about water level

Awesome! Its one of those threads.
SOLO DESIGN
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Posted: 24th Jan 2012 12:16
Hi,
Thanks Northern for the info, but yes Desecrated Studios was correct I want the water level to rise automatically until it gets to a certain height when the player enters a trigger zone.

As stated X10 has this but I am not sure if you can do it in X9......anyone done this??

Regards
maho76
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Posted: 24th Jan 2012 12:27 Edited at: 24th Jan 2012 12:31
i have a trick for this, but dont laugh.^^

attach the waterscript to a nonstatic entity with low weight that rises in water (used a ton of the scifi-enviroment-stuff)and place it on the level where you want the water to start. when water appears the object with the waterscript will rise and with it the water-level. you just have to make sure that the object hits a ceiling or another object so waterrise stops and doesnt flood the whole map in height.

you just have to find out how to setup the things so water stays at a level at the beginning until player triggers the rise. could be done with some kind of trapdoor that opens with a playertrigger so the object get free.

you can easily setup rise-speed by playing around with the objects weight.

gz

maho

zzz666
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Posted: 24th Jan 2012 15:26
@Northern

Hi, I did your method but there is something going wrong which I can not understand,I want just to create a small water room in my map (for exemple under another room) so you can swim and get out. I placed the water trigger in the water room but when I test my map I see the water coming out in other rooms of the map even in the elevator. can you help? thanks

Creation Art Headquarters
SOLO DESIGN
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Posted: 24th Jan 2012 16:24
mmmmmm not sure if I like this solution maho76 I was looking for a more diverse solution via a script.

In x10 you can use the script - "raisewaterlevel.fpi" has anyone tested it in x9 v1.18??

I have not got X10 and the script but on a forum post it did say it should work??

Any takers

Desecrated Studios
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Posted: 24th Jan 2012 21:22
Quote: "Not if you know how to create an action and batch convert them
These sort of functions are the reason you would pay for Photoshop in the first place."


I never learned how to do this, that is not the reason why i got Photoshop. And my mom had bought this for my family, so i didn't really "pay" for those functions. I just downloaded it and am starting to learn all of the cool things you can do with it.

Quote: "I thought this thread was asking about water level"


Indeed it was, but Northern tried to help me with this problem i have. I don't know why he asked here though, when i created a post about it..
Northern
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Posted: 24th Jan 2012 23:32 Edited at: 24th Jan 2012 23:41
Hello zzz666,

Quote: "Hi, I did your method but there is something going wrong which I can not understand,I want just to create a small water room in my map (for exemple under another room) so you can swim and get out. I placed the water trigger in the water room but when I test my map I see the water coming out in other rooms of the map even in the elevator. can you help? thanks
"




The small tutorial in the second post of this thread is correct, if you have followed the steps, you will be able to show a lot of water in your scenario, because in the FPSC, the water occupies the entire level of the game. However, you can use some tricks to make water disappear in some places, but that's another problem that I will not address here.

Now you can understand why when you put the trigger zone of the water at a level, it will flood the whole level of play.

Now I need to know exactly what you want to do is a swimming pool as shown in the picture below or is something else.






If your answer is yes(swimming pool thing), then just follow the steps outlined in my second post in this thread, however, you must place the trigger zone one or two levels below the surface without water I mean if you start up your scenario at level 5 (default), and you want to have a flooded room or a pool just below it, then you should not put the trigger zone at level 5 but at level 4 or 3.

After that, now just raise up the water level to the desired level and that's it, it's done. Very simple.

With respect to the elevator when it reaches the flooded level of course the water will go inside the elevator. That should happen in real life not just in the game.

That's all for now.


@Desecrated Studios

Regarding to because I have posted about desaturate colors, here was just to save time in case you're reading this segment as well.

Sorry my fault

Regards,

Northern
BlackFox
FPSC Master
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Posted: 24th Jan 2012 23:38
Good step-by-step, Northern. Thanks for the insight.


Twitter: @NFoxMedia
Northern
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Posted: 24th Jan 2012 23:44
Hello BlackFox,


Quote: "Good step-by-step, Northern. Thanks for the insight."


You are welcome.

Cheers.

Northern
SOLO DESIGN
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Posted: 25th Jan 2012 09:32
Hi,
This topic is about raising the water level via a trigger zone to a specified height when the player walks into that trigger zone.

It must be automatic like in X10 not via page up or page down keys on the keyboard........


Can we keep this on track please?

Thanks
zzz666
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Posted: 25th Jan 2012 19:25
@Northern
Hi, thanks for your help, I tried but it never works (placing the trigger zone at the layer 0/-1/or -2 below the layer where a I want the water to appear) please can you send me (or attach here) a sample map to figure out, like a swimming pool, where you just want a closed area of water in your map.

thanks again

Creation Art Headquarters
maho76
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Posted: 26th Jan 2012 12:57 Edited at: 26th Jan 2012 12:58
the swimmingpool by northern simply hides the whole-filled level below the surface. when you want to have a basement, it will be flooded too.

to restrict water in a specified area, look at this great system by rolfy:
http://forum.thegamecreators.com/?m=forum_view&t=187344&b=21

Northern
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Posted: 26th Jan 2012 17:32
Hello, SOLO DESIGN,


The following script allows the water level appears only when the player entering the room that you have placed the trigger zone.

;Artificial Intelligence Script

;Header

desc = Plr In Zone Raise Up Water Level

;Triggers

:state=0,plrwithinzone=1:activateallinzone=1,sound=$0,state=1
:state=1:water=1,waterfogdist=500,waterred=210,watergreen=230,waterheightofzone=50,state=2

;End of Script

In this example, the action statement waterheightofzone was set to level 50. However, you can choose another positive value.

If you want to see the above script in action, please check out the Following Link:

http://www.e-sunrise-productions.com/waterlevel.html


I hope this may be useful in some way for you.

@ zzz666

Sorry but I cannot no longer put off topic issues in this thread, but soon I shall make a new post to try to help you in the pool issue.

Regards,

Northern
SOLO DESIGN
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Posted: 27th Jan 2012 11:34
Hi Northern,
This is 50% of what I am looking for but instead of the water just appearing I want it to rise from below and keep rising at a specified rate until it reaches a certain height then stops.

The trigger zone works but needs to call a timer which then updates the level of the water a specified amount and keeps doing so until it gets to a certain level - this is how the X10 version works.
Northern
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Posted: 27th Jan 2012 22:46 Edited at: 27th Jan 2012 22:48
Hello SOLO DESIGN,


Quote: "Hi Northern,
This is 50% of what I am looking for but instead of the water just appearing I want it to rise from below and keep rising at a specified rate until it reaches a certain height then stops.

The trigger zone works but needs to call a timer which then updates the level of the water a specified amount and keeps doing so until it gets to a certain level - this is how the X10 version works. "




I did a little research on the Internet and found out what you're looking for was an effect developed for the FPSC X10.

On 21st, Apr 2008 Conjured Entertainment has been presented a solution to that problem which was reported in the FPS Kid's post, titled Rising Water on 8th Feb 2008.

You may check it out in the following link.

http://forum.thegamecreators.com/?m=forum_view&t=123537&b=33


In fact, there is not one but two script: one called raisewaterlevel.fpi and other lowerwaterlevel.fpi reported by Conjured Entertainment, in the link above.

However, I do not know if this feature can be made with FPSC X9, or if it has already been implemented by anyone.

Maybe someone here in the forum with more experience in writing scripts might help you more because I'm not a hard coder of this type of FPSC script programming or another else out there.

Besides, I am glad to help you to solve 50% of this issue, and now I hope some person else may solve the second half of this problem.

In addition, I shall continue trying to resolve the second half of the problem. If I get it, I shall post it the solution here in the forum.

Best regards,

Northern

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