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 Models and Media / Nazi Zombies Random Weapons Chest

Author
Message
Armageddon Games
15
Years of Service
User Offline
Joined: 29th Apr 2009
Location: Im In my Little bubble, Find your own...
Posted: 30th May 2009 13:26
good job man -- keep it up

From The Staff Of Armageddon Games (C)

http://www.soundclick.com/DjCollateral
FPSC Models and Media
15
Years of Service
User Offline
Joined: 26th Apr 2009
Location:
Posted: 31st May 2009 15:24
good work
SOLO DESIGN
15
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 24th Jun 2009 12:15 Edited at: 26th Jun 2009 14:15
Hi,
I have just tested this with X10 and it does not work for me.

I have all scripts in the scriptbank/Random Weapons Chest/

I have the HUDS in gamecore/text/

I have the entities in entitybank/Random Weapons Chest/

I have the chest model set to dynamic and IsImmobile = yes

I have x5 weapons positioned in and above the open chest with x5 weapon scripts attached. All are set as Always Active? = yes

But all I get is the chest with all 5 weapons hovering where I positioned them.


Any ideas??


Hi Shadowfire, I have downloaded it and get the same results as above.......has anyone got this to work on X10?
Lewis
VBOTB Developer '10
19
Years of Service
User Offline
Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 24th Jun 2009 19:33
I think it would be good if the weapons cycled through and floated upward, like the real one would do.

Watch this video to see what I mean: http://www.youtube.com/watch?v=rI-gP-xzGbk
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 24th Jun 2009 22:00 Edited at: 24th Jun 2009 22:19
hi guys, seeing as i like this so much, i created a script for it to work with conjured's cash system, using it's own buying huds.
basically, the player wlaks over to the box, and, providing conjured's cash system is on, a hud will appear saying either, "you don't have enough money" or "open random item box? ($1000) Y or N"
if the player has enough money, and presses y, the normal huds will appear and th eplayer can use the R.I.B
i hope you don't mind kravenwolf.

anyway, here's the script, but i've been having a little trouble with after you have the weapon, for some bizzare reason, any zombies you kill afterwwards won't give you any money, presummably i'll have to edit the weapon scripts, so i'll give that a go now.

anyways, enjoy!


ooh, and you're probbably gonna want to change the huds that come up, seeing as you won't have them.

EDIT

hmmm... i've added the line, :state=5,globalvar=1,decvar=0,activatetarget=13 to the bottom of all the weapon scripts. (in case your were wondering, it's the same line at the bottom of all the pick up weapon scripts, except without the noises, sorry if i put in a wrong command there, i didn't in the script) it still doesn't work, after you pick up the gun, a kill you make a with any weapon will not give you money! any reasons?

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
Sibilant Rogue
14
Years of Service
User Offline
Joined: 23rd Jun 2009
Location:
Posted: 24th Jun 2009 22:43
Where should i put the random weapons chest and all the other files on it? I'm only 12 so don't go thinking wow... he's dumb. [email]

Wow... what a noob.10 kills and 36 deaths...pathetic.
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 24th Jun 2009 23:21
put all the files in entitybank, then put the .tga files in languagebank/gamecore/huds/text

and put the scripts in scriptbank.
there.

anyway, can anyone help me with the script? i'm stumped.

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
Lewis
VBOTB Developer '10
19
Years of Service
User Offline
Joined: 16th Mar 2005
Location: Queensland, Australia
Posted: 24th Jun 2009 23:30
Quote: "Where should i put the random weapons chest and all the other files on it? I'm only 12 so don't go thinking wow... he's dumb."


Just for future knowledge. You are not allowed to post your age on the forums.
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 24th Jun 2009 23:32
that's true... anyway, can someone please help me with my script? please?

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 24th Jun 2009 23:48 Edited at: 25th Jun 2009 00:04
Quote: "that's true... anyway, can someone please help me with my script? please?"


We already have a functioning money script completed for the random weapons chest (as I'm sure you saw in the screenshot).


Kravenwolf

shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 24th Jun 2009 23:53
right, ok. i did see that.
i was just wondering if this cash system applied to all guns, seeing as a cash system applied to only the random weapons chest would be kinda bad.
anyway, i like the r.w.c and i only made that script for my own game i'm making (similar to yours but much, much worse)

thanks aynway though.

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 24th Jun 2009 23:56
Just a friendly word of advice, if you only plan to use your script for your own game, you might not want to ask for help over a public forum


Kravenwolf

SOLO DESIGN
15
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 25th Jun 2009 13:39
Has anyone got this working with X10?

Thanks.
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 25th Jun 2009 18:23
no, my game will be completely free, and i will let everyone have all my stuff for free.

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
SOLO DESIGN
15
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 25th Jun 2009 20:21
That is most commendable shadowfire!

But does it work with X10????
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 25th Jun 2009 20:43
ummm... maybe. i don't really know. i don't see any reason why not.
give it a go. download it.

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
SOLO DESIGN
15
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 26th Jun 2009 14:17
Hi Shadowfire,
I have just tested this with X10 and it does not work for me.

I have all scripts in the scriptbank/Random Weapons Chest/

I have the HUDS in langaugebank/gamecore/text/

I have the entities in entitybank/Random Weapons Chest/

I have the chest model set to dynamic and IsImmobile = yes

I have x5 weapons positioned in and above the open chest with x5 weapon scripts attached. All are set as Always Active? = yes

But all I get is the chest with all 5 weapons hovering where I positioned them.

I do not get the HUD popping up or anything......


Any ideas??


Has anyone got this working with X10???
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 26th Jun 2009 17:04
i don't use them as always active.
i take off always active and instead, make them respawn when they get picked up, then you can pick them up more then once.

try that.

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
Hockeykid
DBPro Tool Maker
16
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 26th Jun 2009 23:38
Quote: "But all I get is the chest with all 5 weapons hovering where I positioned them."


It sounds like you forgot to apply the weapon scripts to the weapons.
Quote: " don't use them as always active."


Bad choice

shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 28th Jun 2009 19:20
are you sure? here's exactly what happens when i use always active and no always active, with respawning

always active.
you go up to the chest, press enter, a gun appears, press enter again, you tek the gun but the model stays there, not doing anything.

not always active. (with respwaning)
same as always active but when you pick up the gun, the model in the box will dissapear, and when you go to the chest again, you might be able to get the same gun again.

strike force delta (on the rails) http://forum.thegamecreators.com/?m=forum_view&t=152412&b=25
darkest depths http://forum.thegamecreators.com/?m=forum_view&t=151509&b=25
donnie j 252
15
Years of Service
User Offline
Joined: 1st Dec 2008
Location:
Posted: 29th Jun 2009 22:31
hey i have all the files in the right places and i put the right scripts to the weapons and the box but where in the level do i place the wepons????
donnie j 252
15
Years of Service
User Offline
Joined: 1st Dec 2008
Location:
Posted: 29th Jun 2009 22:31
hey i have all the files in the right places and i put the right scripts to the weapons and the box but where in the level do i place the wepons????
donnie j 252
15
Years of Service
User Offline
Joined: 1st Dec 2008
Location:
Posted: 29th Jun 2009 22:35
umm do i put the weapons inside the box or just any where beacuse when i put them in a room and went up to the box nothing happened nothing was there
Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 7th Jul 2009 06:41
Quote: "umm do i put the weapons inside the box or just any where beacuse when i put them in a room and went up to the box nothing happened nothing was there "


Follow the setup instructions. Whereever you place the weapons in your level is where they will appear when you press enter near the chest.


Kravenwolf

Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 05:43
Correct me if i am wrong but this does'nt work with ply's mod...right
Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 06:05
I have almost created a version of the scripts that work with plys mod i will post the scripts tommarrow
Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 15th Jul 2009 07:44 Edited at: 15th Jul 2009 07:45
Quote: "I have almost created a version of the scripts that work with plys mod i will post the scripts tommarrow "


If you follow the setup instructions it should already work with Ply's Mod


Kravenwolf

Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 19:26 Edited at: 15th Jul 2009 23:36
Ok here is the scripts i made using their random weapon scripts these scripts will work for ply's mod. thanks Kravenwolf and Hockeykid for the box and your scripts i would have never figured out how to make a random weapons chest scripts without you guys... only thing is you cant preview weapon so i would like to now if i need to turn physics weight to zero.
Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 19:49
Kravenwolf and hockeykid do you mind if i post the mystery box and its scripts(the ones i edited for ply's mod) on my forum subject if i give you credit?
Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 20:46
I have a question when i get the sixth weapon from the box the box wont work does this hppen with the original script???
Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 20:53
Quote: "If you follow the setup instructions it should already work with Ply's Mod "


am not sure if it would because when you try to use conjured's money system it doesnt work i thnk that this is because (correct me if am wrong plystire) from what i have gathered.ply's mod uses its own variable system and if you want to make your own variable system and use the globalvar the global var doesnt work... But i may be wrong.
Hockeykid
DBPro Tool Maker
16
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 15th Jul 2009 21:36
Quote: "Kravenwolf and hockeykid do you mind if i post the mystery box and its scripts(the ones i edited for ply's mod) on my forum subject if i give you credit?"


I do not permit you to post an edit of my script on your thread, not to sound rude. But if you can give an understandable reason as to why you have had to edit my script then I may allow you to do so with credits provided. Honestly this script will working with fpsc 1.8 and up so I don't see the reason to make it compatible with ply's mod when it should already work (thats my reason for saying no).

Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 23:41
Ok i have removed it from this subject. But I have to agree with conjured entertainment when they said

Quote: "Plystire's Mod handles variables differently than the stock engine"

and you can find that here
http://forum.thegamecreators.com/?m=forum_view&b=24&t=130281&p=1

It is the 47th post on this page which is page 2.
Earthpig_jr
15
Years of Service
User Offline
Joined: 31st Mar 2009
Location:
Posted: 15th Jul 2009 23:44
I still say thanks for the mystery box though its pretty cool
Hockeykid
DBPro Tool Maker
16
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 16th Jul 2009 02:57 Edited at: 16th Jul 2009 02:58
Quote: "Quote: "Plystire's Mod handles variables differently than the stock engine""


Thats because ply implemented his own variable system, the stock one is still in the engine unchanged.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 16th Jul 2009 06:37
*sigh* I didn't really want to come into this discussion, but Earthpig emailed me about it.

First of all, the official variable system WILL NOT WORK in Ply's Mod unless you are using the beta of Ply's Mod V1.09, which is the ONLY version of Ply's Mod that is merged with the latest V1.15 source code.

Project Blue (which contains Ply's Mod) is also up to using the V1.15 source, and is also capable of using the vanilla variable system. Use that and these scripts will work just fine.



Moving on to the next subject at hand:

@Hockeykid:

I'm sorry to say this but the license for this release does not allow you to say "no" to his request of editting and re-releasing your scripts. It says nothing on the matter at all.
The only thing it states is that he cannot use the scripts to make a profit, so if he's releasing it for free, it's not breaking the license in any way.

Heck, according to the license, he doesn't even need to give you credit for the scripts, whether or not he edits them.

I suggest that you make a better license in the future if this type of action bothers you.



*disappears back into the shadows from whence he came*


The one and only,


Hockeykid
DBPro Tool Maker
16
Years of Service
User Offline
Joined: 26th Sep 2007
Location:
Posted: 16th Jul 2009 07:39
Quote: "
Heck, according to the license, he doesn't even need to give you credit for the scripts, whether or not he edits them.

I suggest that you make a better license in the future if this type of action bothers you"


Kravenwolf wrote the license, to be honest i'm really not selfish I just didn't find it necessary to barley re-write a script that'll work fine with every mod that uses v1.08 up.

Quote: "*sigh* I didn't really want to come into this discussion, but Earthpig emailed me about it"


To be honest I really don't think that was necessary, if you don't mind me asking was the email about the variable system (probably not) or about me not letting him re release my script.

CoffeeGrunt
16
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 17th Jul 2009 18:09
Conjured, I was wondering if you still had those "Die Hard" death animations? I'd love to try experimenting with them...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
SJH
15
Years of Service
User Offline
Joined: 19th Oct 2008
Location:
Posted: 17th Jul 2009 20:48
Lol nice job, does it have those three question marks on the top of the box ?
A r e n a s
15
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 18th Jul 2009 13:50
how about you add that teady which moves the box? Just find a teady model. The theory behind the scripts:

Have a variable and the boxes will only appear and work provided the variable equals the box's assigned number. Have the teady randomly change the variable so the alpha shade changes and the main scripts dont run on invisible boxes.

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
SJH
15
Years of Service
User Offline
Joined: 19th Oct 2008
Location:
Posted: 18th Jul 2009 19:18
Oh yes, the evil teddy bear . Oh, and just a tip, I think compared to the actual Nazi Zombies random item box, the texture is a bit too dark. Maybe adjusting the brightness of the model's texture would help, but I wouldn't say it's necassary unless you plan on making a complete replica. Nice job though, very nice job.
Crazy Acorn
15
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 5th Sep 2009 06:17
i have a hud problem. The chest works but the huds wont appear. Any solution?????

(\__/)
(O.o )
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 5th Sep 2009 06:39
Check the file paths in the scripts and make sure you've placed the HUDS in the right directories.

Kravenwolf

Crazy Acorn
15
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 5th Sep 2009 19:16
ok thanks Kravenwolf.

(\__/)
(O.o )
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
Crazy Acorn
15
Years of Service
User Offline
Joined: 16th Mar 2009
Location: Stalking people...
Posted: 5th Sep 2009 19:18
Is the HUD file the dds file?? Because when i place them in the HUDs section the box has no texture. Any help???

(\__/)
(O.o )
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
Str8upchaldo12
14
Years of Service
User Offline
Joined: 19th Sep 2009
Location:
Posted: 26th Sep 2009 14:23
Can somebody tel me where exactly to put the files in. I am a noob :/
JimmySlayer
14
Years of Service
User Offline
Joined: 27th Sep 2009
Location: Australia
Posted: 1st Oct 2009 10:23
Hi hockeykid and Kravenwolf, thanks for the weapons chest, I hope to use it in a zombie horror game I am currently working on which just happens to be set in WW2. (isn't your box just the perfect finishing touch)

Anyway I know this question might have been asked a couple of times before but what I have done is exactly this: .fpi = files\scriptbank, .tga = files\languagebank\english\gamcore\text, .fpe .x .dds .bmp = files\entitybank.
I have done exactly what was in the setup.doc and what you reccomended/said but, my only problem is that when I start my game the guns are scattered over the floor and nothing is in the box.

Yes I have made the box immobile and dynamic and the guns always active and the scripts are all correct so im not sure what it is. I ahve uploaded a screenshot of the "error".

Any help would be greatly appreciated. (BTW using S4mod incase anyone knows if that doesn't work)

JimmySlayer - Slayer Inc. (made that company up not registered don't worry it's legal)

Intel(R) Core(TM)2 CPU 6600 @2.40 GHz, 2.00Gb RAM, Nvidia GeForce 8800GTS 320Mb DX10, Vista Ultimate 32-bit.

Attachments

Login to view attachments
Andy6843
14
Years of Service
User Offline
Joined: 30th Oct 2009
Location: I dont know
Posted: 1st Nov 2009 08:27
Awesome game guys!

when I get into the files What do I open it with.

Aprrectiate some help

Andrew
Andy6843
14
Years of Service
User Offline
Joined: 30th Oct 2009
Location: I dont know
Posted: 1st Nov 2009 23:51
got it workin and its awesome!!!

Andrew
SOLO DESIGN
15
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 2nd Nov 2009 11:34
Hi,
I got this to work and seems to work well, the only issue I have with it is that when you have selected and taken gun1 and then visit the chest again sometimes because of the random selection it says to press ENTER to get a gun but when I do nothing shows - As I expect it selcted GUN1 again. If you have 5 guns in the chest this can gt very annoying, is there a way that when you have taken a gun it onlt random selects the ones that are left and then once all the guns are picked up it does not allow selection or even better the chest closes and locks?

Other than that it is a great addition



By the way it does not work with X10.......suprise ...suprise!!


Thanks

Login to post a reply

Server time is: 2024-05-06 13:52:43
Your offset time is: 2024-05-06 13:52:43