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FPSC Classic Product Chat / Enemies keep getting stuck

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King Of Khaos
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Posted: 19th Nov 2009 10:03 Edited at: 19th Nov 2009 10:04
I made a thread about this before, but people stopped replying to it, and my problem still isn't solved. When i have bond1's dogman in the scifi ventilation duct, it gets stuck and cant go anywhere. It runs in place. I lined the duct floor with an invisible floor segment, but i think its below the actual duct, because it still runs in place. Is there any way to raise segments so i can make it so the player and dogman are just walking/crawling on that a little above the duct floor?

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
xplosys
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Posted: 19th Nov 2009 15:06
You can change the height of a segment floor by changing it's offy0 value in it's FPS file. For example, if the value is -51, change it to -49 to raise it slightly. I believe that the bottom of the vent duct is quite a bit above a normal floor. You may want to experiment with a visible floor to actually see your changes. Remember that for your changes to take effect, you must delete the dbo/bin files after each change.

Brian.

King Of Khaos
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Posted: 20th Nov 2009 02:06 Edited at: 20th Nov 2009 02:07
Ok, i tried that, and it started to move towards me, but then stopped again. Is there any way to make it so the dogman (actually im using the dungeon pack's chained soul, does that matter?) isnt effected by the floor, it just moves around at the level you place it using the page up/page down keys?

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
xplosys
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Posted: 20th Nov 2009 02:35
You can try to change the height of the character in it's FPE file using RAISEFACTOR=X where X = the number of units to raise the entity. I don't know if that will help.

Remember to delete BIN and DBO files.

Brian.

King Of Khaos
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Posted: 20th Nov 2009 07:59
I need to make it so the character doesn't get stuck on the floor, i tried selecting "no" in the "physics on" box, but that didn't work. Thanks for trying to help though.

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
King Of Khaos
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Posted: 20th Nov 2009 08:25
Actually, is it possible to make a room segment's ceiling lower so its like a duct?

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
xplosys
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Posted: 20th Nov 2009 14:15
Yes, you change the height of the ceiling just as you change the height of a floor, in it's FPS file as described above.

Brian.

King Of Khaos
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Posted: 20th Nov 2009 22:30
I don't use the offy0 right? Because thats for the floor. I can't find "RAISEFACTOR" in the file either.

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
xplosys
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Posted: 21st Nov 2009 00:19
You won't find RAISEFACTOR in the characters FPE. You'll have to add it. Try something like RAISEFACTOR = 5 to start out with and see if that helps.

Remember the BINS and DBO's

Brian.

King Of Khaos
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Posted: 21st Nov 2009 02:15
No i mean the room segment. What line do i change in its fps to make the ceiling lower?

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
King Of Khaos
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Posted: 21st Nov 2009 03:43
Uuugghhh i figured out how to lower the ceiling and keep the floor the same by selecting a different type of room, clicking the only paint floors button, and putting that in. But the enemy still runs in place! What is going on?! I'm pulling my hair out!!

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
xplosys
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Posted: 21st Nov 2009 03:54
Most ceilings are separate segments, and not part of a room. I believe when you create a room, FPSC adds another floor above by default, not a ceiling. If you want to change the height of a ceiling, the line would look something like this in the ceilings FPE:

offy0 = -52

You have to change that to a larger negative number to bring the ceiling down. The reason for this is that the meshes are made in the center of the editor, or half way between the floor and ceiling. The floor mesh is made on the current level, and the ceiling mesh is made on the level above. Therefore, to make the floor or ceiling align properly, you have to move them down about 50, depending on the size of the mesh.

Change that to a larger negative number to bring the ceiling down. A -100 would bring the ceiling about half way down the wall. Start with that and correct it from there.

Brian.

xplosys
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Posted: 21st Nov 2009 03:58
I'm slow, so by the time I wrote the post above you had already posted. Try changing the floor you're using. Characters don't like to work properly on some floors, especially separate floors that are not part of a room segment.

Brian.

King Of Khaos
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Posted: 21st Nov 2009 05:32 Edited at: 21st Nov 2009 05:33
No matter what flooring i put in, the enemy still dosn't leave its starting spot. This is very frustrating...

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
xplosys
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Posted: 21st Nov 2009 06:07
Sorry, I'm all out of ideas.

Brian.

King Of Khaos
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Posted: 21st Nov 2009 07:33
Thank you for trying to help xplosys. Is there anybody else that can help me?

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
rolfy
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Posted: 21st Nov 2009 11:06 Edited at: 21st Nov 2009 11:08
Usually raising a character a little above the floor will solve this issue with most floors, do this in te map editor, it may be tho' that the character is too large and is actually stuck in the walls or ceiling, I dont have the character your talking about so cant be sure without properly testing it.
Making the character smaller in the fpe wont help you either as the bounding box for collision is usually set from the original scale.
You could try raising it a little but if that doesnt help then you might have to reduce the scale of the model in your modeling app, which will cause all sorts of headaches as you have to scale the rig too, it might be best to increase the size of the ventilation duct, again you'll have to do that in your modeling app and build it in whatever segment editor you use (just use the same textures).
I doubt the original modeler considered using the character in these segments.
King Of Khaos
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Posted: 21st Nov 2009 22:21
I'm not using the ventilation duct anymore, ive been trying all kinds of different room segments, even the ones that came with the same model pack the character did, i even tried all of your wee spiders, they couldnt move either.

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
xplosys
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Posted: 22nd Nov 2009 03:49
If you made any changes to the characters appear or default AI scrips, put them back to default.

Brian.

King Of Khaos
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Posted: 22nd Nov 2009 07:48
They are both default.

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?
Medusa
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Posted: 24th Nov 2009 21:57
Model packs 'spiders don't work'
I've played a few practice demos using Rolfy's spiders and they are GREAT
The only time they can't move is if you place a random terrain under them
On all normal rooms and floors etc they are fantastic and run along the sides and roof etc
Your model sounds as though it's sticking on a raised joint which would occur between two different floors
Have you tried using a complete room segment/s to ensure everything is at the same level

mpc
Bugsy
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Posted: 24th Nov 2009 22:09
doesn't appearnofloorlogic mean that they stay the same ground height the whole time? try that one?

add me on skype- isaacpreston. WWC percentage complete: 60%
King Of Khaos
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Posted: 29th Nov 2009 11:07 Edited at: 29th Nov 2009 11:08
Quote: "Model packs 'spiders don't work'
I've played a few practice demos using Rolfy's spiders and they are GREAT
The only time they can't move is if you place a random terrain under them
On all normal rooms and floors etc they are fantastic and run along the sides and roof etc
Your model sounds as though it's sticking on a raised joint which would occur between two different floors
Have you tried using a complete room segment/s to ensure everything is at the same level"


I can't make a complete room segment because it needs to be a crawlspace, so i have to edit the ceiling and add different flooring.


Quote: "doesn't appearnofloorlogic mean that they stay the same ground height the whole time? try that one?"


I can't find that in the entity's properties or its fpe script.

At night i lay awake on my bed, gazing up at the stars, and i wonde-hey, where'd the roof go?

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