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FPSC Classic Scripts / the trigger zone changes its position

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nnn
2
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Joined: 4th Jan 2017
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Posted: 6th Aug 2017 00:39
hi all !

Question: can the trigger zone to change their position ?


I want to do acid on the level and when you click the button on the wall the acid level decreases. Acid is probably the script of water, and when the player comes on the acid , player takes damage.

I found a script the Raising Water Level, author Northern and the water level goes down very nicely, but how to make when the player comes on the water (acid) , player takes damage.


Here is the script Raising Water Level

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ncmako
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 6th Aug 2017 14:02
nnn The only thing I can think of right now is a command called "plrunderwater=x" to give
player damage. There isn't any command for player "on" the water yet.
But you can trick it in a way, you could use when the "water" gets a certain height to give player damage?
Knowing that the player is then standing in water. You will have to know the exact height when to give damage!
My games never have bugs. They just develop random features..
Lots and lots of random features...
nnn
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Posted: 6th Aug 2017 15:23
ncmako thank you very much I will try something like that to do.
nnn
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Posted: 7th Aug 2017 16:41
Hi ncmako is it possible to destroy a trigger by pressing the button on the wall may help me edit script plrhurtinzone.fpi for hurt trigger zone ?
ncmako
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Location: Hendersonville,NC
Posted: 8th Aug 2017 10:57
nnn
Quote: "is it possible to destroy a trigger by pressing the button "

Yes, very easy to do. The "Activated Trigger" would just go to a "State" not being used or destroyed.
Which button/switch script are you using? You just want that button to stop the "plrhurtinzone" script?
My games never have bugs. They just develop random features..
Lots and lots of random features...
nnn
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Posted: 8th Aug 2017 21:23
ncmako here is a script switch.fpi, please help to change it for the destroy hurt zone trigger

ncmako
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Location: Hendersonville,NC
Posted: 9th Aug 2017 04:55
nnn Ok, if I understand you correctly you want the "button" to destroy the "triggerzone" with the plrhurtinzone script..?
Ok, this script for the "button" already has the command "activeteifused" So for the "button", right click, i n the "if used" field for the button
type in the EXACT name for this triggerzone (give it a unique name so other triggers aren't affected) Now for the "plrhurtinzone" script
add this line to it :activated=1:destroy so it looks like this...

That's it, when you hit button/switch now it destroys triggerzone
My games never have bugs. They just develop random features..
Lots and lots of random features...
nnn
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Posted: 10th Aug 2017 02:59
ncmako, really very easy, thank you very much .

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