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FPSC Classic Product Chat / [LOCKED] Official Ply's Mod Thread

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CoffeeGrunt
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Posted: 7th Dec 2008 21:16
Okidoki....

Flatlander
FPSC Tool Maker
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Posted: 7th Dec 2008 21:20
Quote: "Edit: I already have the aplication installed and the commands list added, but the update(I think it's an update) won't install. It says "File options.ini is missing.""


With all the different downloads, it can be confusing. It is for me as well.

I'll try to be more specific. If you already have FPI Editpad installed somewhere on your hard drive, then all you need to download are the EXE file which is very small. After downloading it make sure you unzip it into the folder where you installed the FPI Editpad. This is where the options.ini file is. The EXE file looks in the current folder where it is located for all the necessary files and if you simply unzipped it to the desktop then the desktop needs all of the files and sub-folders for the program to work.

The command list files also need to be placed into the folder where you had installed FPI EditPad. This will replace the old ones.

I hope this helps but I gave you so much info it might simply be as clear as mud.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
CoffeeGrunt
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Posted: 7th Dec 2008 21:25
@Crusader

You have to put those files into the FPI Editpad directory, not run them...

Plystire
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Posted: 7th Dec 2008 21:27
Yeah, I was going to do that but I figured I would keep my commands in line with the original FPI commands, and since that's how they work then that's how I made mine work.


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.
Dar13
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Posted: 7th Dec 2008 21:37
well you get a for consistency...

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Plystire
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Posted: 7th Dec 2008 21:52
And you get a for the thought.


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.
Peter gee
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Posted: 7th Dec 2008 23:02
plysitre,
are you ever gona make it so that u can use this mod with more updated verdions like v1.13

yours truly,
Peter Gee

computer cookies are not tasty i found that out the hard way

Flatlander
FPSC Tool Maker
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Posted: 7th Dec 2008 23:11 Edited at: 8th Dec 2008 02:04
@Peter gee

Only when Lee makes the source code available for a newer version. I'm hoping for that possibility as well since there are some bug fixes (added: in the newer version) that would be nice to have.

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Make life a little easier and use FPI Editpad for your sctripting needs.
We're a proud sponsor of PlyMod 1.07 which includes airmod 0.6.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Maniac Modeler
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Posted: 8th Dec 2008 01:27
Is is possible with this mod to spawn multiple dynamic entities at the same position when the character dies?
Like
state=1,ifdead, spawnentitiy=x,spawnentitiy=x

Your signature has been erased by a mod - Please reduce it to 600x120 maximum size
Plystire
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Posted: 8th Dec 2008 01:55
@Maniac Modeler:

There are workarounds to do that, but it is possible.


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meteorite
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Posted: 8th Dec 2008 03:10
Plus whenthis gets ported to new source we gets headshots back, yay!

Quote: "Curious, does the Ply's Mod Commands library also include the AirMod commands? You know, since they co-exist, it would be nice to have them both in there."


Me and FL covered this one already


Crusader2
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Posted: 11th Dec 2008 00:48
Did this thread die or something? Ply, how about a cool idea to get us all motivated again? Also, FL, I love the cammands additions for the mods; it makes scripting, even for a super-noob to it like me, so much easier!

If A=B and B=C, are people still stupid?
-Crusader2
USE PLY'S MOD!
Plystire
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Posted: 11th Dec 2008 04:11
Well, it can only be as active as people make it.


If you want more Ply's Mod interaction, why not try to spark some motive in a new thread encouraging people to talk about it and how it can be used in new ways.

Since it's mainly a scripting mod, it may be best to post in the Scripting board for something like that, though.


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meteorite
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Posted: 11th Dec 2008 04:45
I s'ppose, I could start a community project to make a turret script, it's actually possible w/ Ply's mod


Plystire
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Posted: 11th Dec 2008 07:39
That's the spirit!


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Marc Steene
FPSC Master
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Posted: 11th Dec 2008 14:49
Plystire, is there a list of all the features available?

Free Segment Packs: V1-http://forum.thegamecreators.com/?m=forum_view&t=124552&b=24
V2 - http://forum.thegamecreators.com/?m=forum_view&t=124709&b=24
Flatlander
FPSC Tool Maker
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Posted: 11th Dec 2008 17:19 Edited at: 11th Dec 2008 17:24
The list is in Ply's mod text (help) file that is a part of the down loadable rar file found in the original post. It's not a large file to download. Also, there is an help file for airmod in that file which lists the features of airmod.


__________________________________________________________
Make life a little easier and use FPI Editpad for your sctripting needs.
We're a proud sponsor of PlyMod 1.07 which includes airmod 0.6.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Darth Dementous
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Posted: 13th Dec 2008 17:07
I used your driveable humvee script and it made my humvee float up infinitely X_X
I set it as the humvee entity's main script, did I do it correctly? Please help me out, Ply! I am a huge fan!

Crusader2
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Posted: 13th Dec 2008 17:21
Ply has before stated that he has made so many modifications to the mod since then that the Huumvee script will no longer work. It was somewhere in pages 10-20, so I don't blame you for not wanting to go looking. That script would've been awesome to have, but, sadly, it won't work anymore.

If A=B and B=C, are people still stupid?
-Crusader2
USE PLY'S MOD!
Flatlander
FPSC Tool Maker
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Posted: 13th Dec 2008 18:31
Having the player in a FP perspective drive a vehicle would be cool. However, it is hard enough to write it in DBP -- although some would not find it so difficult -- let alone try to modify the source code so that it can then be compiled from FPSC script and map data. I think that this is just one of those features we can do without in order for the rest of the mod to work good.


__________________________________________________________
Make life a little easier and use FPI Editpad for your sctripting needs.
We're a proud sponsor of PlyMod 1.07 which includes airmod 0.6.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
CoffeeGrunt
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Posted: 13th Dec 2008 18:34
Like in Half Life 2, I'm trying that perspective....

Darth Dementous
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Posted: 13th Dec 2008 23:30
I've been working on a script for my game. It's a weapon melee script (like in Halo when you hit someone with your gun). Here is what I have so far:

Can somebody please explain to me how to A: make the targeted entity get damaged and B: cause a short delay so the player can't spam-melee.
Any help is appreciated!

meteorite
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Posted: 13th Dec 2008 23:50
use settargetreticle, have it play a custom animation (if available)and maybe activate it, then in the enemy script have it subtract health when activated


Darth Dementous
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Posted: 14th Dec 2008 00:10
Thanks, meteorite! Works like a charm! Do you know if there's a way to set a small delay so the player can't just hold the button down and stuff?

meteorite
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Posted: 14th Dec 2008 03:26
oh yea, forgot about that, maybe



*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Plystire
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Posted: 14th Dec 2008 07:11
Quote: "I used your driveable humvee script and it made my humvee float up infinitely X_X"


For ANYONE reading (So I don't always have to be the one to say this )

Remove the portion of the script that tells the player to reposition to the humvee while driving. This will make it work... sorta.


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meteorite
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Posted: 14th Dec 2008 14:05
How do you like my sig Ply? This takes copying Alucard's sig to the next level of creativity


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Forza Inter
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Posted: 14th Dec 2008 14:56
Why did you remove the vehicules and the armor?
CoffeeGrunt
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Posted: 14th Dec 2008 15:02
Quote: "Why did you remove the vehicules and the armor? "


He didn't, what do you mean?

Forza Inter
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Posted: 14th Dec 2008 15:07
I can't make fonction the script and I heard somewhere in the forum that he removed that things
CoffeeGrunt
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Posted: 14th Dec 2008 15:09
No, the armour script works perfectly for me...

Forza Inter
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Posted: 14th Dec 2008 15:27
Quote: "If someone is willing to test it, it will need Ply's Mod V1.05 (No earlier, because that is the only one which has the $PH function for grabbing the player's health)"

this is a quote of plystire
http://forum.thegamecreators.com/?m=forum_view&t=127488&b=23
CoffeeGrunt
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Posted: 14th Dec 2008 15:38
Quote: "No earlier"


That's a quote from ply too, it'll work with the new versions...

Forza Inter
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Posted: 14th Dec 2008 15:55
excuse me I'm not english and for the vehicule is there something to do?
Darth Dementous
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Posted: 14th Dec 2008 18:04
I can't figure out which part of the script repositions the player. Can somebody please tell me? Would it be what's below 'POSITION PLAYER OUTSIDE OF DRIVER DOOR'?

Darth Dementous
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Posted: 14th Dec 2008 18:46
Also, can somebody please tell me the script command to play the player's current weapon's 'put away' animation?
(I know I'm asking so much and I really apologize, I'm just new to scripting

CoffeeGrunt
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Posted: 14th Dec 2008 18:49
hideplrgun

Darth Dementous
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Posted: 14th Dec 2008 19:08
Thanks, coffeegrunt. I appreciate it!

Plystire
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Posted: 14th Dec 2008 23:20
There, I've editted the Humvee script on the first page... it should work now.

Remember the Humvee MUST be a Character Entity.


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Crusader2
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Posted: 15th Dec 2008 00:10
Awesome! I don't really see a need for vehicles, but that's cool none the less!

If A=B and B=C, are people still stupid?
-Crusader2
USE PLY'S MOD!
Darth Dementous
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Posted: 15th Dec 2008 00:33
Now it makes the camera FAAAAR away from the entity I put the script on. I tried it on multiple types of entities (humvee, characters, dynamic objects, etc.) and they all had the same reaction. Can somebody please tell me if the same thing happened to them and please, if there is a solution to this, I would very much appreciate it. Thanks!

Crusader2
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Posted: 15th Dec 2008 14:22
Ply, apparantly the 1.14 source code is coming out next week; will the mod be updated?

If A=B and B=C, are people still stupid?
-Crusader2
USE PLY'S MOD!
Plystire
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Posted: 15th Dec 2008 22:53 Edited at: 15th Dec 2008 22:56
@Darth Dementous:

Adjust the offsets given to the camera. They effect how far from the entity the camera will be. But they were not changed and were the offsets I used to make the video featuring the humvee.


@Crusader:

Perhaps... I would really like the Mod to be updated as much as everyone else here, but it may need to take a backseat to other things going on for me.

On another note, where did you hear that the source code for it would be released in a week? To my knowledge, that update is not going to be released at all until next year.


The one and only,


Crusader2
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Posted: 15th Dec 2008 23:06
Oh, sorry Ply, apparantly I was misled. DANG YOU INTERNET!
Anyway, I don't have a problem with it not being updated for some time; I'm sure that we all know that the mod isn't the only thing going on in your life.

If A=B and B=C, are people still stupid?
-Crusader2
USE PLY'S MOD!
meteorite
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Posted: 15th Dec 2008 23:40
I don't, its one of the only things that o on in my life =p


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Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Darth Dementous
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Posted: 16th Dec 2008 14:48
It works great now, Ply! Thanks!

Darth Dementous
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Posted: 16th Dec 2008 20:42
I've been working on a 2 Weapons at a time script, as seen in Halo (only 2 weapons can be held at a time). I got that part down and working, but I can not find a way for the player to drop a weapon. Does anyone know the script command for dropping the player's current weapon so he can pick up a new one?

Plystire
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Posted: 17th Dec 2008 00:06
Everyone knows that you don't drop weapons... you DESTROY THEM!!!

Yeah... that about covers it.


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Crav3
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Posted: 17th Dec 2008 23:28 Edited at: 17th Dec 2008 23:28
Plystire,
Is there going to be any future intergration in the latest versions of fpsc? Have you tried it out on 1.14 or 1.13?
Plystire
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Posted: 17th Dec 2008 23:36
In order for integration to occur with later versions, we would need the source code for those versions. So, until Lee releases the source, I cannot do that.


The one and only,


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