@Scene Commander:
Alright, I was unable to duplicate this occurance so if you find anything out and it turns out that it was not the media and is actually a Mod problem, let me know so we can get it settled.
@Claws:
Quote: "When a gun is fired, a yellow light is created. Is there a way to remove that?"
As Toasty mentioned, change the gunspec and make all of those colors 0 to give a "black" or uncolored light.
Honestly, I love how it lights up nearby entities and segments. It's just so much more realistic. But I can see having a gun that doesn't produce a muzzle flash, so changing it is another great option to have.
Quote: "It would be good to see a little system in FPSC that, when you get shot, the screen would display a little graphic showing that you got hurt and the shot came from certain angle."
Possible already using scripts. I've done this before. Set up 8 HUDs pointing in the 8 directions that fire can come from (front, back, left, right, and the diagonals). Now alter the AI scripts to "capture" their angle from the player's facing direction into a variable when they fire at the player. Now here come a couple options. You can have a single process script handle the showing and fading of the 8 HUDs and only have one HUD activated at a time (really, you'll almost NEVER have two bullets hit you at the exact same time, so this system works quite well). OR you can have the AI scripts altered to handle the 8 HUDs and refreshing of the HUDs on their own (I don't recommend this one as sometimes the different AI scripts can get a bit messed up when accessing the same HUD many times)
All in all, if you're a good scripter and know what you're doing, this is already possible.
Quote: "Right now, all we have to do to pickup items is walk over them. Which is a little lame. And the very same thing happens in modern games! I don't know if you ever played Deus Ex, but to pickup items, you must focus the crosshair on it, and the item will be highlighted. Then you click with the right mouse button to obtain it."
Again, this is already possible with scripts. And, again, I've already done something like this (except I used a keypress instead of the mouse click, but it's all the same on the inside)
I had a process script detect for the key that I wanted the player to push for activating objects in the level, as this was the key the player would use for activating doors, picking up items, interacting with characters, etc. When the player pressed this key (in your case it would be the mouse click) it would "settargetreticle" to set the target as the object the player is LOOKING AT and then "activatetarget=1" which then activated the object.
Now, that will simply make ANYTHING the player looks at and presses the key, activate with a value of 1.
Then I altered door scripts, item pickup scripts, etc, to only do what they're supposed to do IF they are activated with a value of 1. So for weapon pickups (which is what you're talking about) I changed the "plrdistwithin" to "activated=1,plrdistwithin" to make it so the weapon would only get picked up if the player activated it and they were within pickup distance. Also, to ensure that things wouldn't "pre-activate" by pressing the button before they get in range, I added a "activate=0" line to the bottom of the pickup script (and door scripts) to reset the activation value after each "pass" on the script.
There, that's how to do it in a nutshell.
Quote: "You should check my "shooting feel" thread, in order to see some suggestions from other members."
I'll look at it.
Quote: "Not a question or a request. Camera movements rock! Thank you for adding this possibility in my game."
Thank you! I'm glad to hear they're a good addition.
Quote: "I'm talking about when-player-dies.fpi, when-player-is-shot.fpi, and so on."
Using those two as examples, "process scripts" are scripts that run no matter where the player is or what the player is doing.
To set up a "when-player-dies" script:
:plralive=0:<do things when the player dies>
(Not very hard)
To set up a "when-player-is-shot" is a little harder, but still possible.
:state=0:dimvar=PlrHealth,setvar=PlrHealth $PH,state=1
:varless=%PlrHealth $PH:state=2
:state=2:<do things when player is shot>
:state=2:state=1
:ALWAYS:setvar=PlrHealth $PH
Moving on.
Quote: "Is the source of your mod available? If so, what's the price of it?"
If I trust you, $75. If I don't trust you, $350.
(NOTE: I don't trust very many people)
You know, I'm starting to think that not many people truely see the beauty behind FPI and the setup I've made for it.
The one and only,