Quote: "....there had been very, very few FPSC games so far, that managed to bring infantry combat out into a large outdoor map and NONE that featured enemy vehicles that acted like you know it from commercial games."
No games with them maybe, but robotic enemies have been made and with good results.
Open The Game Creator Store and then do a search for ROBOT.
You will see fine examples of machines as enemies.
Some even have wheels instead of legs making them vehicles.
There was a really cool helicopter in the forums awhile back, and I think there have been others too so you might want to search HELICOPTER too.
Quote: "Personally I would recommend to use first what the engine was really made for - a first person shooter, and only after that pursue experimantal stuff, which the engine is theoretically capable of but was not designed for."
The engine was designed for humanistic characters only?
What about the skull?
Well I guess it is technically still humanistic, but it floats instead of walking so it shows us that enemy behavior can be applied to anything.
The only thing you are really changing is the model itself, meaning a different mesh with different animations.
So the human mesh is now a tank mesh.
The tanks turret is the head, but it has the Firespot for the weapon for your flak.
Instead of legs we have a slow crawl with the tracks for walking and a faster animation for the run.
The scripting and enemy behavior is all identically the same and what the engine was designed for...shooting the enemy.
The only limitation to what the enemy will be is your imagination for the entity's design.
Quote: "thanks, I'm just wondering, how do I set the FIRESPOT on the vehicle and where whould I place that ischaracter=1 command exactly?"
The best way for you to learn is by examining the model and FPE yourself.
Open up a copy of one of the stock character's X file and examine the bones.
You will see one named FIRESPOT where the weapon gets held so look at the hands.
All you are doing is naming one of the bones FIRESPOT, so make a bone where you want the gun and name it FIRESPOT.
I'm not sure if it has to be a certain number in the bone hierarchy or not. (been awhile since I played with that)
Weapons have a FIRESPOT too, but that is where their muzzleflash gets attached.
Also, look in the character's FPE and you will see the ischaracter=1.
I don't think it matters much where it is placed in the file.
I think the placement is just for organization and asthetics.
I have been wanting to do a tank for awhile now but never made the time to do it.
That would be a cool thing for the Community Sci-Fi Pack project.
I was animating an alien tree but I might switch over to the tank now.
If I have any luck with the track animations tomorrow, then I might do a tank.
I was thinking though, if it is sci-fi, then why not something different than tracks? (tracks are old mmkay)
Maybe some bubble type wheels that could enable it to float, and even move sideways without turning the tank's body or gun.
Then it could even strafe!
Think of the old mice that had wheels and rollers, not the new optical ones.
The wheels for the tank would be similar set up only the rollers are the drive system forcing the wheel to move in the desired direction.
The cool thing is that this concept could be used for a working prototype.
Yeah, I guess I will have to finish this bubble wheel idea.
HOLY HIGHWAYS BATMAN
This drive system could be used for cars, then they could slide sideways straight into the parking space!