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FPSC Classic Product Chat / Fenix Mod Offical Thread

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The Storyteller 01
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Posted: 21st Aug 2009 07:33 Edited at: 21st Aug 2009 07:53
Quote: "pickobject=x -detects if your pointing at the object thats has this condition in its script if x is 1 if x is 0 detects if you are not pointing at the object"


I am just trying it out and have a question to that condition: How do I *point* at an object? Is the pointer the crosshair (like in Oblivion)? And is the collision mode of the object taken into account? If a tree p.e is definded as a box for collision mode.

EDIT: Hm, tried it out looks very good but suddenly my FPSC game is at a very low resolution making it look look like Doom 1
Problem is probably that my screen resolution is 1440x900 which is not supported by FPS so the mods autoselect feature gives me 800x600 (thats what it looks like). Any ideas how I can solve this?

In case you find my grammar and spelling weird ---> native German speaker ^^
Plystire
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Posted: 21st Aug 2009 12:04
Sounds like you're making your way through this nicely, hockeykid. I hope my assistance on MSN (mainly programming in general) was of use. I'd hate to see your programming style fall into a rut. And I really hope the next bit of code you send me has a better "format" than the previous ones. lol

Keep at it and you'll be better than me before you know it.


Quote: "You see if I posted that request in lets say, the project blue thread I would of probably never had gotten a reply."


Yes, that is true. But that's because Project Blue is currently in the finalizing stages of v1.7 and we don't need a new feature gumming up the works.


The one and only,


Hockeykid
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Posted: 21st Aug 2009 14:44
Quote: "EDIT: Hm, tried it out looks very good but suddenly my FPSC game is at a very low resolution making it look look like Doom 1
Problem is probably that my screen resolution is 1440x900 which is not supported by FPS so the mods autoselect feature gives me 800x600 (thats what it looks like). Any ideas how I can solve this?"


Um my screen resolution is 1440x900 and it works fine. Make sure that in your setup.ini and buildgamesetup.ini you dont have height= and width=

DarkFrost
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Location: ON, Canada
Posted: 21st Aug 2009 15:32
Well auto adjusts for me fine if you wondering. Im running at 1680x1050.

nikas
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Posted: 21st Aug 2009 16:01
Quote: "flashlightrange=x -gives the flash light a new range specified by x (deafault is around 1000)"
how can i use this in the flashlight script?how do i decrease it?

Hockeykid
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Posted: 21st Aug 2009 16:15 Edited at: 21st Aug 2009 16:16
Quote: "how can i use this in the flashlight script?how do i decrease it?"




There you go I decreased it to 100, tweak the 100 on the last line if you want to change the range.

nikas
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Posted: 21st Aug 2009 16:20
thanx again men you are really the best

The Storyteller 01
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Posted: 21st Aug 2009 17:11
Quote: "Um my screen resolution is 1440x900 and it works fine. Make sure that in your setup.ini and buildgamesetup.ini you dont have height= and width="

You where right, thats probably the reason. The funny thing is that no matter how often I erase height=, width= in the setup and buildsetup, after building a game its alwasy back to width=1024
height=768 I also ran the cleaner twice. My older games still work normal.

I know I must sound like a complete noob but i have no idea how to deal with it.

PS: I was testrunning a game with 3 characters chasing me and the frame rate was always above 20(!) Grats, I dont know how you did it, but your mod does miracles for my FPS

In case you find my grammar and spelling weird ---> native German speaker ^^
Hockeykid
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Posted: 21st Aug 2009 17:18 Edited at: 21st Aug 2009 17:19
Quote: "You where right, thats probably the reason. The funny thing is that no matter how often I erase height=, width= in the setup and buildsetup, after building a game its alwasy back to "


Make sure you close fpsc delete the height and width then save and reopen fpsc.

shadowfire
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Posted: 21st Aug 2009 17:24
what would be good is a toll so you can edit the max FPS in-game, so when your testing game (and building) you can decide the fps rate yourself, based on your own computer specs. but it's just an idea.

budokaiman
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Posted: 21st Aug 2009 18:07
I finally got to run through the features, but I found some bugs. when in third person the weapon gets assigned to the player not the character. Also I'd suggest more of an "over-the-shoulder" view because it would be easier to see directly in front of you. when the character is near a wall, the camera tends to go outside the wall not allowing me to walk forward. Finally, when jumping the character is just lifted in the air instead of having a jump animation. Other than those bug this is A great beta.
shadowfire
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Posted: 21st Aug 2009 20:29
i've got another bug, the weapon VWEAP's are invisible for some reason in all my games.

Hockeykid
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Posted: 21st Aug 2009 20:41
Quote: "I finally got to run through the features, but I found some bugs. when in third person the weapon gets assigned to the player not the character. Also I'd suggest more of an "over-the-shoulder" view because it would be easier to see directly in front of you. when the character is near a wall, the camera tends to go outside the wall not allowing me to walk forward. Finally, when jumping the character is just lifted in the air instead of having a jump animation. Other than those bug this is A great beta."


Thank you I knew of these.

Quote: "i've got another bug, the weapon VWEAP's are invisible for some reason in all my games."


Mine are fine could you please try a new level and see if it works.

shadowfire
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Posted: 21st Aug 2009 20:52
hang on... i've only got some of the weapons invisible... the ones that are on tables...

nether-the-less, i'll make a new level.

teamhalo
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Posted: 21st Aug 2009 20:53 Edited at: 21st Aug 2009 20:54
I've ran into a nasty bug.
The map editor crashes when I close the test game

EDIT it also crashes when I click add Entity

Hockeykid
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Posted: 21st Aug 2009 21:03
Quote: "I've ran into a nasty bug.
The map editor crashes when I close the test game

EDIT it also crashes when I click add Entity"


Haven't heard anyone report this, try cleaning dbos and bin and restart your computer. If anyone else is having this problem please come forward.

Mazz426
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Posted: 21st Aug 2009 21:05
hockeykid@ with your flashlight script i wanted to know, do you have to apply it to a dynamic light, can you change the size somehow and is it possible to change the colour

some have greatness thrust upon them - W. Shakespeare
Hockeykid
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Posted: 21st Aug 2009 21:13
Quote: "hockeykid@ with your flashlight script i wanted to know, do you have to apply it to a dynamic light, can you change the size somehow and is it possible to change the colour
"


change the size by using flashlightrange=x, you can apply it to a trigger zone and there are commands that change the color but i couldn't get them to work so i never announced them. If you want to see if you can get them to work there like ambience.

flashlightblue=x
flashlightgreen=x
flashlightred=x

shadowfire
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Posted: 21st Aug 2009 21:18
ok, i've found the exact problem of the bug.

when you place the VWEAP on the floor, it's fine. (apart from bumping around or sliding occasionally)

when you place it on a table or object, it's invisible.

Hockeykid
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Posted: 21st Aug 2009 21:20
Quote: "ok, i've found the exact problem of the bug.

when you place the VWEAP on the floor, it's fine. (apart from bumping around or sliding occasionally)

when you place it on a table or object, it's invisible."


This is because airmod gives vweaps physics ill change it but for now try turning off physics.

shadowfire
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Posted: 21st Aug 2009 21:26
it's ok, i've got a solution.
just tap page up and lift it from the table.

Mazz426
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Posted: 21st Aug 2009 21:52
hmm the command for flashlight range didn't seem to work, however i've probably jud=st made the script wrong as i just cant script, is all i need to do is paste that into an fpi file

some have greatness thrust upon them - W. Shakespeare
Hockeykid
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Posted: 21st Aug 2009 21:53
Quote: "hmm the command for flashlight range didn't seem to work, however i've probably jud=st made the script wrong as i just cant script, is all i need to do is paste that into an fpi file"


Yeah but paste the script so i can read it over.

nikas
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Posted: 21st Aug 2009 23:28
THE flashlight script do work...i tested it and it is really good

shadowfire
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Posted: 21st Aug 2009 23:57
sorry if this is a silly question but how do you give the player legs?
i looked for something like that but didn't find anything.

Ekipshi
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Posted: 21st Aug 2009 23:59
You have to spawn a character, (or any entity ) and give it the script "body", its in the fenix mod script folder
Hockeykid
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Posted: 22nd Aug 2009 00:05
Quote: "sorry if this is a silly question but how do you give the player legs?
i looked for something like that but didn't find anything."


Like Ekipshi said give the body.fpi to a characters main slot. (it is suggested that you open the characters texture and make the head and arms invisible.

shadowfire
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Posted: 22nd Aug 2009 00:11
and then the palyer take the role of the character? ok, i'll give it a try.

shadowfire
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Posted: 22nd Aug 2009 00:17
it worked! awesome!

only bad thing is that when the player has a gun he has four hands.

shadowfire
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Posted: 22nd Aug 2009 00:22
i did the same thing with third person and the gun model is floating in the air. i made it so the character has the gun, but then you can't fire it, and the gun's black. (? why are the guns always black when the character's holding them?)

Hockeykid
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Posted: 22nd Aug 2009 00:25
Quote: "only bad thing is that when the player has a gun he has four hands."


thats why i said to make the arms texture transparent.

Quote: "i did the same thing with third person and the gun model is floating in the air. i made it so the character has the gun, but then you can't fire it, and the gun's black. (? why are the guns always black when the character's holding them?)"


Because the gun you pick up doesn't attach to the entity, and as for why the guns are black what is your ambience set to?

shadowfire
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Posted: 22nd Aug 2009 00:29
...quite low.

(smacks self in head)

d'oh!

so is there a way to make the character hold the gun and use it?

nikas
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Posted: 22nd Aug 2009 00:33
Quote: "Because the gun you pick up doesn't attach to the entity, and as for why the guns are black what is your ambience set to?"
i made the gun transparent and use only 1 witch has airmods gunpecs sooo the only thing left to do is to fix the camera behind the wall and the up view......

shadowfire
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Posted: 22nd Aug 2009 00:38
? what?

Hockeykid
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Posted: 22nd Aug 2009 00:40
Quote: "? what?"


I think he said he made the guns that you pick up transparent so that when you shoot you are actually shooting the gun you picked up.

shadowfire
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Posted: 22nd Aug 2009 00:41
right, even then the character wouldn't do anything.

Hockeykid
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Posted: 22nd Aug 2009 00:42
Quote: "right, even then the character wouldn't do anything."


it would act as if it were shooting a gun.

shadowfire
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Posted: 22nd Aug 2009 00:44
would it?

hang on, what i see is, you're making the gun transparent, then giving it to the player. the character might hold a gun if you gave it one, but it doesn't shoot it.

Hockeykid
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Posted: 22nd Aug 2009 00:55
Quote: "would it?

hang on, what i see is, you're making the gun transparent, then giving it to the player. the character might hold a gun if you gave it one, but it doesn't shoot it."


No but the players gun shoot for the character.

nikas
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Posted: 22nd Aug 2009 00:59
ok now stay happy with what we have here....in plys mod the character cant even pick up a gun....now i use a gun it is transparent and it shoots the character dont move like he is shooting but the camera does with the airmod gunspec help...this is all i need and i am ok...

meteorite
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Posted: 22nd Aug 2009 01:02 Edited at: 22nd Aug 2009 01:06
Please use the edit button shadowfire. Can't wait to get a chance to test this.

Plystire
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Posted: 22nd Aug 2009 01:24
Quote: "in plys mod the character cant even pick up a gun"


Says who?
The workaround you're using in this Mod would work just as well in any other Mod with third person.


The one and only,


nikas
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Posted: 22nd Aug 2009 01:37
OHH sory he did...my mistake

Hockeykid
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Posted: 22nd Aug 2009 05:28
Sorry for the lack of updates guys i'm adding a big feature that i'm sure you'll enjoy.

Ekipshi
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Posted: 22nd Aug 2009 06:50
It's fine take your time
There's no need to rush
It's good as it is even right now
shadowfire
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Posted: 22nd Aug 2009 12:20
oh. ok.

DarkFrost
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Posted: 22nd Aug 2009 16:02
Trust me its BIG.

btw....was working all night on trying to figure out how to use/implement it, but no luck. Kept getting problems with test games etc.

Hope you have been doing better than i have

knxrb
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Posted: 22nd Aug 2009 16:06
Quote: "Trust me its BIG. "

Hee hee hee, I hope you can solve it

knxrb

Hockeykid
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Posted: 22nd Aug 2009 21:11
Quote: "Hee hee hee, I hope you can solve it "


I've got a lot of it but more still needs to go in.

DarkFrost
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Posted: 23rd Aug 2009 02:58
Btw Sean I noticed another bug.(I apologize if you dont feel comfortable being called by that name here) Anyways alternate fire doesn't work. For example the combatknife by EAI from the store works on the main anim but the secondary it freezes midway through and never moves an inch again unless you switch weapons and switch back to it.

IF you want a better explanation i could show you a screen on msn tomorrow or something. Also hope the "feature" is going good. I got 1 feature to work (cant mention it here) but soon after it stopped working and I couldnt fix it.

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