Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / AirMod :: FPSC Source Addon

Author
Message
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 11th Oct 2008 21:14
But a jamming gun could be a good thing in a game: You find a rusty revolver but suddenly 3 zombies comes from nowere and start chasing you. You fire at them but the gun jams and you have to find a safe place and fix it.

Maybe a aviablity to use a seperate "fix jam" animation would be cool. And as standard the animation is reload if there isnt any "fix jam" animations ....


Yousiesta is back...
djmaster
User Banned
Posted: 12th Oct 2008 11:37
jam is simply solved by reloading lolz,a weapon jam is that when the bullet doesent go in the weapon and gets stuck between the cartridge and gun,acutally you could do this with script

Current FPSC Projects:
When Zombies Attack-10%
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 12th Oct 2008 22:07
Quote: "acutally you could do this with script"


Show me

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Oct 2008 00:22
I think he means you could add the feature as script commands and allow people to script it themselves.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 13th Oct 2008 04:23
I personally don't like the idea of having those sort of script commands without the ability to have weapon specific scripts. Anyways, a simple jamming feature would probably be easy to add, and maybe I can bug errant to give a jamming animation for one of his less reliable weapons

Errant AI
17
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 13th Oct 2008 08:25
Quote: "maybe I can bug errant to give a jamming animation for one of his less reliable weapons"


The least reliable weapon I've made is probably the J22 but I made the ammo all high-velocity which makes the pistol quite reliable

Not that it's being asked for but here's my two cents...

If jamming can be introduced in an elegant way, I'm all for it but I hate arbitrary jamming.

Many stoppages are can be caused by user error. For example, with my 9mm Glock, due to how it's balanced, it will stovepipe (brass caught in slide and must be manually racked to clear) almost every time if limp-wristing while shooting but keep a firm grip and it will cycle just fine. Same goes for my Benelli M1 if using light loads. Other malfunctions can be contributed to bad/worn-out magazines. If wear/degradation of the weapon (leading to malfunction) is introduced, it should be done in a smart way. I hate the system in STALKER because it seems simply based on rounds fired. If you have something like the G36, it should take practically forever to wear down if only using it on semi-auto but only three or four magazines in rapid succession and in full-auto should be enough to wreck the barrel though only one magazine in full-auto should have little to no effect. Again, these suggestions are based on things the user can control.

The only really random things which would make sense to me for jamming are bad magazines, being exceptionally dirty on the inside from carbon fouling (only some weapons and in this case there should be an exponential malfunction rate), randomly bad ammo which does not ignite or the weapon was in poor/damaged condition to begin with. Otherwise, malfunctions should come after thousands of rounds when small parts (like extractors) begin to break and the weapon goes from being reliable to a piece of scrap in a relative hurry.

Accuracy degradation would be another bag of snakes.
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 13th Oct 2008 08:51
maybe there could be something like: weapjamperc = 20 or something, wich means there is a 20% chance that the gun will jam.


Yousiesta is back...
djmaster
User Banned
Posted: 13th Oct 2008 15:12
thats what i was telling and the simple ammo magazine jam so u need to reload and everything is fine,and a command to specify in the guns fpi how often does the gun get jammed,thats all im asking

Current FPSC Projects:
When Zombies Attack-10%
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 15th Oct 2008 01:51
Model Pack 9/10 Unarmed (Fist) Update
Errant's Model Pack 9/10 Unarmed attack has been updated with AirMod functionality! Grab it now! [Requires Model Pack 9/10]

AirMod Content Updates

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 15th Oct 2008 02:00
I see on your site:

Quote: "Ply's Mod (1.07+) - AirMod 0.6 (Future Support; Unreleased)"



Think you can update that?


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 15th Oct 2008 02:48
Will do

I haven't really updated the website much

djmaster
User Banned
Posted: 16th Oct 2008 16:34
one more idea from me: mounted machineguns,simply you place an entity(machingegun) wich touches the wall/floor and when you press enter near it the entity dissapears,you get a machinegun and you cant move,only rotate and you can shoot and when you again press enter the entity appears and it takes away the machinegun gun

Current FPSC Projects:
When Zombies Attack-10%
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 16th Oct 2008 20:40
You could do that already with scripting probably....

djmaster
User Banned
Posted: 17th Oct 2008 15:03
doubtfully for the only rotating command

Current FPSC Projects:
When Zombies Attack-10%
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 17th Oct 2008 19:14
ELE have managed it......

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 17th Oct 2008 20:01
Well, to be fair, for all we know they have a modder on their team helping to make a bunch of their stuff either easier or just plain possible.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
SKELITOR
17
Years of Service
User Offline
Joined: 29th Apr 2007
Location:
Posted: 18th Oct 2008 01:53
All I get is runtime error 5104 could not create memblock at line 4179.

Is this something to do with me usuing the latest version of fpsc should i uninstall and reinstall it?

Your signature has been erased by a mod because it violated the AUP.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 18th Oct 2008 02:00
As of now, ALL source mods only work with V107,108, and 109. You must uninstall (backup your content!), reinstall, and upgrade only up to one of those versions (I reccomend 109 if you are used to the new editor layout). Also, efxMod, Ply's Mod, and S4 Mod have the latest versions of AirMod 0.6 inside, as opposed to the incomplete beta release on my site.

Kerrby
16
Years of Service
User Offline
Joined: 14th Mar 2008
Location: Australia mate.
Posted: 24th Oct 2008 08:45 Edited at: 24th Oct 2008 08:48
Awesome work Airslide.

Is the whole of AirMod 0.6 in the latest version of EFX mod?

Also will the new AidMod have the different multiplayer levels that will be able to access from the Single Player version?

Just say COD4 for example, on the menu screen there is a Multiplayer option. Will I be able to do this or will I have to make two seperate games instead of joining them onto one?
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 24th Oct 2008 20:07
It's in everything Kerrby, EVERYTHING!

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 24th Oct 2008 23:01
Make them two seperate EXEs, Kerrby. Just say Half-Life for example... you got the main game, then you got Counter Strike.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Kerrby
16
Years of Service
User Offline
Joined: 14th Mar 2008
Location: Australia mate.
Posted: 25th Oct 2008 01:37
Quote: "Make them two seperate EXEs, Kerrby. Just say Half-Life for example... you got the main game, then you got Counter Strike. "


So is there a way I can add like a button that opens up the Multiplayer part of my game?
Rampage
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: New Zealand
Posted: 25th Oct 2008 10:06
Quote: "So is there a way I can add like a button that opens up the Multiplayer part of my game? "

Yes. Click my 'profile' and scroll down to you find. "Tutorial: Making your own game launcher"

[url=][/url][href]http://www.rampagemod.webs.com[\href]
Aertic
16
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 25th Oct 2008 11:13
Quote: "Just say Half-Life for example... "

Ahh, yes Half-life, its engine is pefect, I love the gold-source engine. =D


"Your greatest teacher is your harshest critic"-'Butterfingers'
Aaagreen
16
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 25th Oct 2008 11:34
No way, Source is better (and the battle begins)

Aertic
16
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 25th Oct 2008 11:43
Quote: "No way, Source is better (and the battle begins)"

I`m afraid not by far, as therefore, Gold-Source is the reason Source engine ep1 and orange box were created, Thus meaning that Without gold-source, The source engine will not be complete, no ever thought off.

Also the source engines Source-code contains extracts from the Gold-source engine, meaning that Source engine, is built up upon the gold-source engine.
Making you, fail hard.(not really xD.)


"Your greatest teacher is your harshest critic"-'Butterfingers'
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 25th Oct 2008 19:40
Valve claims that Source was built from scratch, however some basic concepts were copied over from gold-source (naming schemes and the like), and due to its modularity it is likely that Gold-Source was made as a "plugin" for source at some point. Seems very likely, considering they made a Half Life: Source.

Now if you want to fight about Gold-Source paving the way to Source, you're gonna keep on going back through previous titles saying those gave way to that until you hit the creation of video games.

Avid
16
Years of Service
User Offline
Joined: 24th Jun 2007
Location:
Posted: 25th Oct 2008 20:13
IIRC, the so called "source" was a collection of any bit of useful code that Valve could get their hands on, continually updated. the Gold-Src engine itself was built up from Quake, incorporating bits of Q2 code when that was released.

The source engine is what Valve called their development engine. Originally it was a straight copy of HL1, then they added bits and removed old parts, and it merged into the one you see now. In essence, the current source engine is the direct descendant of the original Quake... creepy.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 26th Oct 2008 04:14
The big thing about Source though that makes it unique from GoldSource and other engines is how modular it is. Basically, while parts of it are descendant of HL1 and Quake, those parts were "plugged in" later, after the framework was complete. GoldSource, however, was directly created from the Quake 1 engine (amazing how much better it is, isn't it?).

Now, back on topic

Rampage
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: New Zealand
Posted: 26th Oct 2008 06:05
Hows it coming? Is this still in development?

[url=][/url][href]http://www.rampagemod.webs.com[\href]
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 26th Oct 2008 06:50
When I get the 113 source, prepare to see some interesting new features

Rampage
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: New Zealand
Posted: 26th Oct 2008 09:18
That will be a while bro. Didn't you watch Lee's Convention video?

[url=][/url][href]http://www.rampagemod.webs.com[\href]
Kerrby
16
Years of Service
User Offline
Joined: 14th Mar 2008
Location: Australia mate.
Posted: 26th Oct 2008 09:36
Can't wait for it AirSlide. I'll be using it in my game when you release it .
Rampage
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: New Zealand
Posted: 26th Oct 2008 09:52
Two words, Google Code.

[url=][/url][href]http://www.rampagemod.webs.com[\href]
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 26th Oct 2008 22:53
Quote: "That will be a while bro. Didn't you watch Lee's Convention video?"


Not too long ago I sent him an e-mail and he said he was getting it ready for release with DBP U70 or U71. So presumably it won't be too long.

Rampage
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: New Zealand
Posted: 26th Oct 2008 22:58
Oh ok, well in the fpsc section of the TGC Convention 2008 he said that the new open source concept would be Google Code.
Anyway, got that source ready yet?

[url=][/url][href]http://www.rampagemod.webs.com[\href]
Avid
16
Years of Service
User Offline
Joined: 24th Jun 2007
Location:
Posted: 26th Oct 2008 23:52 Edited at: 26th Oct 2008 23:52
A nice little feature would be to add an option for muzzle climb and rate of muzzle climb. Then you could add a bit more variety with the weapons. It shouldn't be too hard since you added lazy gun in.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 26th Oct 2008 23:54
You mean like when the gun walks upwards if you hold down firing?

Look into recoil.....

Avid
16
Years of Service
User Offline
Joined: 24th Jun 2007
Location:
Posted: 27th Oct 2008 00:00
Yeh, i just saw that. The manual I was looking at seemed to be incomplete, must be because I have S4mod or I accidentally deleted a page or two.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Guy_84
15
Years of Service
User Offline
Joined: 11th Nov 2008
Location: Carbondale, PA
Posted: 11th Nov 2008 17:26
Hey Airslide, can you please add this feature, the more you fire the crosshair grows larger and your weapon becomes less accurate. Like this...
https://forumfiles.thegamecreators.com/download/1059613

All your base are belong to us.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 13th Nov 2008 01:11
Did you specifically hunt down that video of one of my old projects?

Updated Gunspecs for GCS Weapons by Errant AI
New, updated gunspecs for some of Errant's GCS weapons are now available! Visit the AirMod Content Updates Page to download.

Toasty Fresh
16
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 13th Nov 2008 08:37
meteorite
17
Years of Service
User Offline
Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 13th Nov 2008 12:29
You might just get some other content soon =p

http://www.youtube.com/watch?v=hePoS1kTRP0

Check out what I did... once Airslide gets the email hell put that and more up on his site

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
_sYn_
16
Years of Service
User Offline
Joined: 4th Mar 2008
Location:
Posted: 13th Nov 2008 17:14
Hey Airslide !
Are you going to release the final Version of Airmod soon ?

Quote: "Hey Airslide, can you please add this feature, the more you fire the crosshair grows larger and your weapon becomes less accurate. Like this..."


This would be very cool !

best sYn

Splash down
15
Years of Service
User Offline
Joined: 8th Jun 2008
Location: The red teepee outside your house
Posted: 14th Nov 2008 07:16
it doesn't work 4 me, every time i try and run it says "fpsc game has stopped working. windows is looking for a solution to the problem" stupid vista please, help would be greatly appreciated, i am desperate for airmod

Splashdownedthemonstas
http://www.freewebs.com/splashdowngames
Guy_84
15
Years of Service
User Offline
Joined: 11th Nov 2008
Location: Carbondale, PA
Posted: 14th Nov 2008 20:30 Edited at: 14th Nov 2008 21:27
@ Airslide
Yes I did.
Oh BTW, can you please also add recoilz like you get pushed back by your own gun?

All your base are belong to us.
Mr Bigglesworth
16
Years of Service
User Offline
Joined: 4th Mar 2008
Location:
Posted: 15th Nov 2008 16:43
Can I do an alternate fire like a rifle with a grenade launcher?

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 15th Nov 2008 20:01
Germ - Yes, you can. Here's a video of Errant's SCAR demonstrating the feature:
http://www.youtube.com/watch?v=isGqfUt1TM0

Consult the manual for the various commands related to alternate fire. It does require new animations, although you could fill it in with the animations used normally I suppose.

Please note that the alternate fire system is being completely redesigned and the existing parameters for it WILL be removed. A new system for handling firemodes is being put into place, and other gunspec parameters will be kept solely for legacy reasons.

Cool Dan
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location:
Posted: 15th Nov 2008 23:52
@ Airslide: you made this video with fraps am i right?: http://www.youtube.com/watch?v=isGqfUt1TM0

i can recommend you the program gamecam:

http://www.planetgamecam.com/

this program is very good for recording games and is much better than fraps

gamecom as registered version with a 1 user license just costs 30$
frpas costs 37$

you can try the unregistered version of gamecam and you can compare them

i use the ungregistered version of gamecam and prefer it it has more features and much more
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 16th Nov 2008 08:09
@Cool Dan:

Are you getting paid to advertise or something?

Either way, this is NOT the place to do it. May I suggest email?


@Airslide:

What benefits are you seeing to come from redoing the alt-fire system? I was just wondering about that.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.

Login to post a reply

Server time is: 2024-05-18 14:27:00
Your offset time is: 2024-05-18 14:27:00