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FPSC Classic Product Chat / Appearifactivate I dont get it!

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Mr Love
15
Years of Service
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 21st Sep 2016 05:53
This might sound a bit dumb for real programmers, but appearifactivate, I cant activate anything with this. I just want to activate a door here by passing trigger1 and trigger 2 and opens when I go back to trigger 1. How do I do it? (This is just a test to make Me understand how it works)

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ncmako
8
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 22nd Sep 2016 02:18
Mr Love
Quote: " activate a door here by passing trigger1 and trigger 2 and opens when I go back to trigger 1"

Once you get the jest of it you'll see it's easy. I made a quick simple test map, all stock, only one custom script is needed.
Play passes thru "trigger1" by door, goes down hall thru "trigger2", goes back to door thru "trigger1" which in turn opens door.
If you look at the setup you'll notice... "Trigger1" does NOT "Activate" until player reaches "Trigger2". (look at the "activateifused" field for each trigger)
"Trigger2" activates "Trigger1", "Trigger1" activates "Remote Door"
My games never have bugs. They just develop random features..
Lots and lots of random features...

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Mr Love
15
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 23rd Sep 2016 02:25
Now I get it! Thanks.. (I think it was something wrong with the script I got from that tut) This script came from that tutorial:


desc = Appear if Activated

;Triggers

:state=0,activated=1:spawnon,setalphafade=100,runfpidefault=1

;End of Script

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