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FX after opening the door or something other(light,fire)

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Created 11 years ago
by danila215
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Who know how make that?What need?
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depends on which kind of door you made.

if it's a zombie_door then I don't know.

but if it's a zombie_debris then add these kvps:

Code Snippet
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script_firefx    poltergeist
script_fxid      large_ceiling_dust
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Who know how make that?What need?

You could use my script _mc_puzzles_v1.5 for that. Follow the initial set up instructions and then you would use this line:
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    thread Each_puzzle(0,"doorrotate","door_a","Open door",0,"","door_slide_open","")
Change the 0 to 1 and add a timed fx, to play for each door, after "door_slide_open" in the "" if you want it to play a timed fx. Otherwise use the debris kvps when setting up the kvps in radiant. There are instructions for radiant kvps in the notes. I haven't gotten around to make a video yet.

You will probably want to find and change the following line in my script, if you don't want the door rotating.
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puzzle thread turn_piece(90);
to:
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puzzle thread turn_piece(0);

If you want to edit the time it plays your fx:
With this function in the script you can play any fx on things after they are triggered. This function checks for the same kvps that a debris does, previously mentioned by Alerion. The 1 represents the seconds the fx will play after the trigger is triggered.
Code Snippet
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CheckFX(){
    if(isdefined(self.script_fxid)){
        self thread TimeFX(self.script_fxid,1);
    }
    if(isdefined(self.script_firefx)){
        self thread TimeFX(self.script_firefx,1);
    }
}

Don't use too many of these or you will run out of hintstrings before you know it. You could modify how the hintstrings work if you want too. I think I will be updating this script eventually to create a hud instead of using hintstrings. Probably not till fall if I do. Good luck.

Last Edit: June 19, 2014, 05:48:24 pm by MakeCents

 
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