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FPSC Classic Scripts / Can Anyone Help Me With Some Things

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Scoottay
17
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Joined: 29th Dec 2007
Location: Anywhere
Posted: 1st Jan 2008 21:57
Ok here i am again asking questions which probably to you guys are really simple but...

Can you make NPC's so like you cant attack and hurt them, they are just there? (I mean for like parts of a story)

How do you make an enemy drop something after they die?

Can you change the amount of lives and health you start with? Because its kind of annoying having 99 lives and 500 health and anyone could complete the game because you have so much.
Snipesoul
17
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Joined: 29th Aug 2007
Location: Somewhere in New York...
Posted: 2nd Jan 2008 00:05
1) Yes, look around at their properties.
2) I don't think it's possible as of right now. But the only thing they can drop is their gun.
3) Yes, right click on the player start marker.

Snipe to Success
mAcpo
17
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Joined: 3rd Dec 2007
Location: USA
Posted: 5th Jan 2008 19:53
enemies dropping things is possible, thanks to a nice tutorial by plystyire..

http://forum.thegamecreators.com/?m=forum_view&t=121161&b=23
Majer
17
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Joined: 23rd Dec 2007
Location: South Pole
Posted: 5th Jan 2008 23:25
@macpo :
Rule: The entity that is going to drop the item CANNOT move.

If the entity (this case enemy) will move that tutorial will fade and it wuld not work. as he said and i qote

"This rule can be a bit daunting for use with enemies, but I think if you made the enemy powerful enough and set it up in a nice arena type fashion, then it can be pretty believable."

<- made by Nickydude
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 5th Jan 2008 23:48
I had an idea for a drop off of aammo implement in this way, a crate with STRENGTH=1 falls and it's death script is modded to activate the ammo lying on it's final destination point.....

Hey presto, crate falls, smashes to reveal ammo!

Majer
17
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Joined: 23rd Dec 2007
Location: South Pole
Posted: 5th Jan 2008 23:59
wait with what Coffeee just said it means that you can make an entity (dynamic) that when it dies its script will be to drop off something if im understanding you right?

<-made by Nickydude
Plystire
22
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Jan 2008 05:11 Edited at: 6th Jan 2008 06:16
Okay, if you absolutely HAVE to have the enemy moving around AND you have to have it drop something other than the ammo it was carrying then the best bet would be to immediately give it to the player upon killing the enemy.

This could probably be done with a little bit of player association.

-OR-

Do, what I've always considered doing:

When the player kills the enemy have it activate a door which contains the item behind it.

[EDIT]

The problem with what coffee grunt has suggested is the same problem with locating the item to be dropped... you just can't dynamically locate an item to where the enemy is.

[/EDIT]


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 6th Jan 2008 14:15
Ohhh, sorry, breakdown in communication there....

My method only applies to falling crates or barrels, etc.As a sort of ammo drop by an allied helicopter or something...

Majer
17
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Joined: 23rd Dec 2007
Location: South Pole
Posted: 6th Jan 2008 14:49
ohh kk xD

<-made by Nickydude

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