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FPSC Classic Scripts / How to make plane flying?

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Johny English
18
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Joined: 16th Jul 2006
Location: Czech Republic
Posted: 18th Sep 2007 22:10 Edited at: 18th Sep 2007 22:27
This plane was made by my friend. I have one question how make this plane flying? Make it as a character going on the waypoints?
I want make it fly on waypoints (and stop on the end of waypoints) when I will go to the triggerzone.


SIXOFT - This is not just a game, this is a SIXOFT game.
game lover
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Posted: 18th Sep 2007 22:45
Well do you want some one to make you a script or something or do just want help?

Well if you want help you could use the activate=0/activate=1 command to make it start to follow the waypoints and so it could fly you could make it so that is has no gravity. (I think there's a way to accomplish all that )

We all want to be awesome, but does awesome want to be us?
Johny English
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Location: Czech Republic
Posted: 19th Sep 2007 18:27 Edited at: 19th Sep 2007 18:27
I want some one to make it. You don't help me so much. I don't know how to script it.

SIXOFT - This is not just a game, this is a SIXOFT game.
Opposing force
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Joined: 10th Aug 2005
Location: England
Posted: 19th Sep 2007 19:47
Well, try putting some aviation fuel in it. I had the same problem a year ago. My plane just would not start until the bloke from the plane shop told me to fuel it up and now it works.

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Johny English
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Joined: 16th Jul 2006
Location: Czech Republic
Posted: 19th Sep 2007 20:22 Edited at: 19th Sep 2007 20:23
. No joking, please. I really need help, because this will be for the Phoenix competetion.

EDIT: You're a pilot?

SIXOFT - This is not just a game, this is a SIXOFT game.
game lover
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Posted: 19th Sep 2007 22:59
Well I'll try to see what I can do but I also have an entry I am currently working on. Should I get one done I'll hand it over to you.

We all want to be awesome, but does awesome want to be us?
uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 20th Sep 2007 06:28
You can have objects fly around in FPSC either using paths or free flying using nothing more than commands that relate to physics/gravity. If you want a level of control in either case you will need some scripting to control the behaviours.

In my experience there can be some problems associated with most kinds of flying objects depending upon what kind of real life object it is meant to represent and how complex the situation in which you place it. i.e. what you want it to do in a given scenario.

Outdoors for instance there are in my experience problems with a flying object following paths when the player is beyond a certain distance from the object entity the entity will deactivate and stop moving when the player gets closer it will reactivate and start moving again. The relatively short distance for activation is agrivated by the height of the flying obect and the angle to the player which cuts down the visual apparent, but not actual distance away the entity is from the player so it appears that it will stop dead when it is not very far away from the player relative to the world size.

It does not look good in game if you have a situation where you can see this happening of course so care must be taken in where the object is placed relative to the player and could be seen if deactivation were to take place.

This issue may be fixed in recent versions though I have no experience of it if it has.

With regard to free flying entities with no restriction on their movement in any direction or to any location in a map. This can be done but I have only been able to achieve it when the physics of the object is removed and a result that such entities can fly through walls. Great for ghosts and Sci Fi I guess!

I use some of these and they work great though I would prefer to have the option of complete control on which free flying entities can move through walls and when they should do so.

Alas we live with what we have.

Possibly there are others who have more to contribute on this subject and have achieved more successfull or stable flying entities than I.

I must admit as most will know my dev with FPSC has been on hold for a long time so I have not progressed my work with such things for some time.

The answer is therefore that yes flying objects can be used successfully within a level of restrictive criteria and it is hard work tweaking each scenario the best one can. It is likely that each and every situation will require individual scripting and many other influences in your game are likely to interfere severely with the entities behaviour as you go so tweaking may have to be constantly adjusted. e.g. A you add many AI entities the influence on others can be dramatic and they can eventually misbehave very badly. This can be seen happening with Characters for instance when if too many are used the behaviours become very unstable and erratic. Sorry I can not be of more help.

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