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FPSC Classic Scripts / Script Help: CoD5 Nazi Zombies Barrier.

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Lewis
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Posted: 3rd Jul 2009 12:35 Edited at: 3rd Jul 2009 12:37
Okay, so I'm working on a script for a barrier entity that I can put next to an open window. I have the barrier animated already:



What I'm trying to achieve: I'm trying to make it so that if a zombie (enemy entity) is close to it, then it will destroy itself and become invisible. Collision would also be disabled too, allowing the zombie to pass through it. After it is destroyed, it will still be invisible, but if you stand close to where it used to be (even though its still there, but invisible), then a HUD will come up asking you to press F to rebuild barrier. Once the player presses F (scankeycode 33 If I recall), then the barrier will fade in whilst playing the rebuild animation. Once the rebuild animation has finished playing, then it restarts the process by going back to the start. So, im short form:

1: Barrier is idle and waiting for enemy to break it down.

2: Barrier detects zombie close by and breaks after 4 seconds, fading out and turning off collision.

3: HUD is now avaliable to the player when standing close to the barrier while broken. Also, detects when the player has pressed the F key.

4: Once the player presses the F key, it will play the animation and then go back to the start again.


Can someone give me a base idea of what to have to start off with?
Lewis
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Posted: 4th Jul 2009 04:31
Noone at all?
Wazoo117
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Posted: 4th Jul 2009 04:36
There is another script that X10 User made, you might ant to check that out.

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Lewis
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Posted: 4th Jul 2009 06:04
Is it the one in Arena's thread? If so, I'd rather have my own one that works, as that one isnt that good to modify.
Conjured Entertainment
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Posted: 4th Jul 2009 08:29 Edited at: 4th Jul 2009 08:32
Quote: "Script Help: CoD5 Nazi Zombies Barrier"

Film and Games were boarding up windows against zombie invasions long before the COD series.

Anywho, this is something that has already been done in FPSC, so it can be done again.

I'm using a global variable for each window and door in my farmhouse that you need to board up while playing as Ben in NOTLD.
Simple boolean and level of decay, so it will decrement as the zombie breaks through until it reaches zero which is the passing through point.
The idea is to show different levels of decay and different levels of being boarded up. (3 or 4 levels depending on size)
In other words, there will be multiple boards used for each opening that will act independently of each other but all tied to that opening's variable.
This may cause a little lagg, but it shouldn't if they are set Always Active = No
That way, only the ones you are close to would do anything.

I'm still juggling ideas though, because I never started on this effect.
I basically put it off because I knew it will take alot of modeling and scripting effort and I never got the time.
I'm to the point now that I have to do this, so I'll share whatever tips I can once I get mine finished and working proper.

2020vs
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Posted: 6th Jul 2009 19:09
Lewis216 I sent you an email to your hotmail

Ken
Lewis
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Posted: 6th Jul 2009 20:02 Edited at: 6th Jul 2009 20:02
I read your email, and I am currently denying all team requests for zombie type games.
2020vs
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Posted: 6th Jul 2009 20:53
ok I understand how about all non zombie type games lol?

Ken
Lewis
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Posted: 6th Jul 2009 20:55
I'd rather work by myself for now as being in a team with fpsc complicates things.
Conjured Entertainment
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Posted: 7th Jul 2009 23:58 Edited at: 8th Jul 2009 00:37
Here is what I have, so far, for creating the barrier but it still needs tweaking...

You can see this window requires 5 boards to be boarded up.

I need to add a delay after I make a nice hammering sound effect.

Here is how its done.

1) a locker in the basement runs the display for a global variable for the board count.

2) a Trigger Zone in front of the window handles the board check and activating the boards and decrementing the variable.

3) a custom Destroy script for the furniture increments the board variable.

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Lewis
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Posted: 8th Jul 2009 07:53
Well I've got the barrier working, full animated =P Only thing is that it doesnt work well with multiple barriers. I'm thinking about making several barriers all in on x file and animate it all accordingly, thus saving the amount of entities I use.

Take a look at the video attached.

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A r e n a s
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Posted: 8th Jul 2009 12:16
I can fix the multiple barriers when we get round to it. Earlier you said no team requests, but dave emailed me about one with you, im confused? If its meant to be a secret i can delete this post.

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
Lewis
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Posted: 8th Jul 2009 16:32
Nah I was in it, but not anymore.
Conjured Entertainment
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Posted: 8th Jul 2009 19:09 Edited at: 8th Jul 2009 19:35
Quote: "Well I've got the barrier working, full animated =P Only thing is that it doesnt work well with multiple barriers. I'm thinking about making several barriers all in on x file and animate it all accordingly, thus saving the amount of entities I use."

That looks nice.
I really like your fade in with the spin and zoom.

Yes, definitely put all the boards in the same model.

I am using someone else's model as a place holder for right now.
I'll replace it with my own animated one later if I get enough time to play with it.

You may try using an ANYWITHIN=X to determine when anything is close to that barrier, and send it to the next state if true.

Then do a PLRWITHINZONE=1 to loop back because its the player and a PLRWITHINZONE=0 to break it down since the entity close is not the player.

The downside is that the zombie would not break thru if the player is there, but he would as soon as the player steps out of the zone.
I guess that would be okay considering that the player might be helping to support the bracing while he is close.

A r e n a s
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Posted: 8th Jul 2009 22:03
Well i recon you´ll regret it cause it looks like we have somin really nice to release. Were you the only model maker and animator, is so we need to get a new one, and did you solve the infinate zombie spawning?

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
Lewis
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Posted: 8th Jul 2009 22:16
I didnt want to be in the team anymore because I couldnt be bothered with it all to be honest. I wont regret it all.
Conjured Entertainment
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Posted: 8th Jul 2009 23:12 Edited at: 8th Jul 2009 23:23
I liked your animation so much I decided to make one of my own, and I added some hammering sound in too.

I still need work on the textures, but check it out...

The video says you need more boards, but I bypassed that for the tests by using the 'F' key to activate the entity and call the animation.

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Lewis
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Posted: 9th Jul 2009 01:05
Nice work!

Try adding the plrfreeze action when making the barrier, so that the player cannot move while the barrier is being made. It would look weird if the player runs off while the barriers are flying up. =P
Conjured Entertainment
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Posted: 9th Jul 2009 05:48
Quote: "Try adding the plrfreeze action when making the barrier, so that the player cannot move while the barrier is being made."

I was planning on doing that very thing (last).
Here it is with a shorter audio clip, and double the frames to slow the animation down a bit...

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DarkFrost
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Posted: 9th Jul 2009 14:45
Looks lovely.

[img][/img]

Conjured Entertainment
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Posted: 9th Jul 2009 23:05 Edited at: 9th Jul 2009 23:15
I added the tear down animation to it and set it up to rebuild when the player goes back to the lumber and hits the 'F' key...

Right now I am using the 'F' for the tear down but only for testing.
I'll keep working on this to meet the help request, because I do not want to offer any script details unless I have tested it to work.
So, like I said before, I will develop what I need for my game and offer whatever I can to help yours.

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Lewis
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Posted: 9th Jul 2009 23:15
Looks nice! Now all you need is the decalphafade=0 and incalphafade=100 for fading in and out. This will transition the wood nicely and will make it look a lot smoother.
Conjured Entertainment
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Posted: 9th Jul 2009 23:27 Edited at: 9th Jul 2009 23:38
Or, I could add another animation to go from torn down idle to rebuild animation.

I think I will finish dressing it up after I get the scrips working now that I have the basic animations for testing.

The textures need a lot more work, and maybe the model too.
I left the ends straight instead of finger joints like furniture would have simply to save on the poly count.
I will need at least one of these barricades for each of the downstairs windows and exterior doors.
So, I wanted to keep the poly count down since there will be so many of these.
This one is the 5 boards door barricade, and I plan on using a 3 board barricade for the windows.
The idea is to offer a few interior doorways to board up too but only have limited boards without venturing out for more stuff to tear up.
So, if they use their boards in the wrong places, then they will have no boards left to save them when they get boxed in to one place.

DarkFrost
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Posted: 10th Jul 2009 01:53
Great ideas if only i could get my hands on those Than again I could always make my own.

[img][/img]

Conjured Entertainment
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Posted: 10th Jul 2009 06:32
Quote: "Great ideas if only i could get my hands on those Than again I could always make my own."

Yeah, its not hard to make ones like mine, since my texturing skills are limited.
If I thought people would want it then I would maybe make it for sale in the store for like a buck or something.
I just don't have much time to put into the textures.

DarkFrost
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Posted: 10th Jul 2009 16:20
I could always assist you with textures. I've been practicing modelling,animating and texturing non-stop now

[img][/img]

Conjured Entertainment
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Posted: 10th Jul 2009 17:25 Edited at: 10th Jul 2009 17:50
Quote: "I could always assist you with textures. "

Thanks, but I need the practice. (I just need to make time to do more texturing)
Besides, I have to do them myself in order to put it in the store, and I want to start puttng more stuff in the store. (especially animated stuff)
Please though, when I do release it, feel free to modify or replace the model's texture. (I hope someone does)
I really do appreciate the offer though, and I may need some help on stuff that won't be for the store, so I will keep you in mind.

ASTECH
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Posted: 10th Jul 2009 18:28
Lewis... so how does that complicate things?
We're well on our way to working up what we need.
You were going to make maps and you were going to help us
out. We've got one of the best scripters helping us...
We have the team members set, the private boards to talk about it...
I don't see why we can't collaborate.

-Indestructible-

Lewis
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Posted: 10th Jul 2009 23:10
If you want to talk to me about it, email me. Keep it out of my thread.
ASTECH
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Posted: 11th Jul 2009 22:04
I did email you. You didn't reply back either.

What else was I supposed to do? Sorry if I seem fickle.

-Indestructible-

Conjured Entertainment
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Posted: 12th Jul 2009 03:29
I'm having problems with activating it when the zombie gets near.
Everything should be working but its not, and I have tripple checked for syntax errors.
I am going to try a few other things like a variable flag etc and see what I can come up with.
I have the 'F' rebuild working, of course, but the detection for the tear down is giving me a fit.
Using a waypoint for the zombie might come into play.

Lewis
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Posted: 12th Jul 2009 04:21
try 'entitywithinzone' to a trigger zone, and have it have a delay before activating the barrier nearby. Have in the barrier script that when activated, it gets destroyed.
Conjured Entertainment
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Posted: 12th Jul 2009 08:43
Quote: "try 'entitywithinzone' to a trigger zone, and have it have a delay before activating the barrier nearby. Have in the barrier script that when activated, it gets destroyed. "

I was trying to use a triggerzone with entitywithin and anywithin and it did not work.
I ended up making the character do a settargetname=debris01 (the name of the debris), then i rotated and moved to target.
I used reachtarget to start the timer, then used a global variable as a flag for the tear down.

I'm still using a scancodekeypressed to set it all in motion for the test but he goes to it and goes thru it with a delay all on his own.

Check it out...

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Conjured Entertainment
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Posted: 14th Jul 2009 06:34 Edited at: 14th Jul 2009 06:44
Okay, check this one out... (I put a Nazi Zombie in this one)

This one pretty much does everything you wanted except display a HUD saying to press 'F' (The F key does do the rebuild though)

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Lewis
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Posted: 14th Jul 2009 09:36
Looking good! How did you make the zombie stop moving when he reached the barrier?

Also, wouldn't it be good so that he attacks the planks 1 by 1? I doubt he'd be that strong to know em all down at once.
Conjured Entertainment
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Posted: 15th Jul 2009 01:56 Edited at: 15th Jul 2009 02:02
Quote: "How did you make the zombie stop moving when he reached the barrier?"


Reachtarget

The ... is a bunch of states in between that I don't show here, but this
should answer your question.

There is no point in me showing the whole script because ti still needs work. (should be using multiple timer not global timer)

The barrier has its collision on (colon) when it is in the built idle state.
It has its collision turned off (coloff) when it is in the torn-down idle state.

A trigger zone checks for your board count and decrements the value when spawning the barricade, then it destroys itself.

The barricade then handles the tear down and rebuilds with animated states.

It works better for me than destroying and spawning multiple barricades.

Lewis
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Posted: 15th Jul 2009 01:59
Quote: "The barrier has its collision on (colon) when it is in the built idle state.
It has its collision turned off (coloff) when it is in the torn-down idle state."


Nice script. The barrier collision is the same for my script too. =]
Conjured Entertainment
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Posted: 15th Jul 2009 02:04 Edited at: 15th Jul 2009 02:08
Here is the
that I used for the barricades script.

As you can see, I am using that global variable to determine when to tear it down.
On build it resets to zero, and the zombie's script increments it when the target is reached which triggers the barricade to tear down.

Note that the zombie increments the global variable after the 4 second wait.

Like I said these are still WIPs.

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