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FPSC Classic Product Chat / Destroying Entities With Triggerzones?

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ZacksQuest
15
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Joined: 25th Oct 2010
Location: Northern USA... all U need 2 know...
Posted: 1st Jun 2012 21:22
I'm working on a very Cthulhu-esque horror game and I want there to be a part where, as the main character enters a certain area, a trigger spawns so three statues appear (another trigger also activates to spawn two other triggers in the exit point of the area). Then when he exits the area (which is back the way he entered), he activates the two spawned triggers, one to destroy the first three statues and one to activate another three statues, to make it appear like they've moved.

The statues appearing is okay, but I don't know what script to use to destroy the first three statues...

any help?

I like games.... and turtles... easy to use game development software... and cheese.... Ghouda Cheese.
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 1st Jun 2012 22:11
First of all this should have been in the FPSC Script forum. Also, I would like to see if you have even tried something on your own. I know you don't know scripting yet but you should try and we can help those who help themselves.

You might find somebody who will give you a break and do the whole thing for you. This is actually not difficult for those who already know how to script; but, you have to start somewhere.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 1st Jun 2012 22:34
Quote: "I don't know what script to use to destroy the first three statues"


Just off the cuff...

You can have your trigger script use the "settargetname=x", where x would be the name of the original statue, then "activatetarget=x" (example: activatetarget=1"). The statue has it's main script where it might be like the following:



So when your trigger script "activates" (settargetname=statue,activatetarget=1) the target (statue), the statue script detects the activation and destroys. You could modify your first statue's destroy script to "destroy and activate another".

I'd suggest taking a browse through the official community guide(s) if you have not and look at some of the script examples. Once absorbed, you can get a good grasp of how easy it is to accomplish most ideas.

If you have any issues with your script, pop over and make a post in the Script section. Many of us are happy to help out.


Twitter: @NFoxMedia
ZacksQuest
15
Years of Service
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Joined: 25th Oct 2010
Location: Northern USA... all U need 2 know...
Posted: 1st Jun 2012 23:27
Thank you. I meant were there any of the pre-made scripts that could cover it but this works out great as well, thank you.

I like games.... and turtles... easy to use game development software... and cheese.... Ghouda Cheese.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd Jun 2012 02:33
There are probably a couple that could be modified; but, BlackFox has given you a good running start.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.

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