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FPSC Classic Scripts / moving ice

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The masters
14
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Joined: 18th Aug 2010
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Posted: 27th Nov 2010 22:09
Hello again, I use your model pack 7 and now make game in winter. I want make a reef after which slips. For reef I use ice-ramp (model pack 7) but I can on this ramp normal moving, it does not slide :-(.

How to make such an icy chute?

Thank you for the advice or some script...
Plystire
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Nov 2010 00:56
I do not believe the player's physics object is hindered by friction with the surface it is moving on. So, to answer your question, I don't think that is possible for the player.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
raymondlee306
15
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Location: Ohio
Posted: 28th Nov 2010 02:32 Edited at: 28th Nov 2010 02:33
What if the ice was a Character and spawned to follow way points? Then if the player was on it he would be "pushed" by it. Just my first guess.
The masters
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Posted: 28th Nov 2010 10:20
How to make the ice was the character? Thank you for advice...
raymondlee306
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Posted: 28th Nov 2010 19:31
Make a copy of the FPI file and rename it (this way you don't ruin your original) open the new fpi file and set the is character parameter to 1. Then you should be able to create a set of waypoints and set the main script to "follow.fpi". I'm sure there is a better way to do this, but this should at least give you a work around till you find a better way.
Plystire
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Posted: 29th Nov 2010 01:44 Edited at: 29th Nov 2010 01:44
Unfortunately pushing the player around has some undesired effects. Mainly when a physics body collides with the player, it either bounces off without moving the player much at all, or it hurts the player and THEN bounces off without moving the player much at all.

It was a good idea, though.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
raymondlee306
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Location: Ohio
Posted: 30th Nov 2010 03:15
Plystire is more likely to be right than me, I'm pretty sure his experience outweighs mine. However, I did have a test I was doing while making my own soldier character follow a path that his physics outweighed the player and pushed the player along the path until it reach the end point at which time the character would return along the path and the player was left alone. It very well could have been a one time thing but when I have a few minutes I will try to recreate it.
The masters
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Posted: 30th Nov 2010 18:20
Thank you are paying time raymondlee306, but Can you explain a bit more?
I don“t understand this :
Quote: "Make a copy of the FPI file and rename it (this way you don't ruin your original) open the new fpi file and set the is character parameter to 1"

What FPI I copy, from some character or what?
Sorry if it's too much for you, just I do not understand much.

Thank you for your reply!
raymondlee306
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Location: Ohio
Posted: 1st Dec 2010 02:58
No, It's not too much trouble. Navigate to your entitybank folder using you computers browser. On a typical 32 bit machine it should be something like:

C:\Program Files\The Game Creators\FPS Creator\Files\entitybank

On a 64 bit machine:

C:\Program Files (x86)\The Game Creators\FPS Creator\Files\entitybank

Then go to the folder that contains the entity you would like to modify. You will see files that end in an "x". this is the model (Microsoft direct x file format). There should also be the texture format in either .tga or .dds formats and also a file that has the extension ".fpi" (see the attached picture to see part of one of the stock files. If it is the first time you are opening and fpi file you might have to tell your computer to use notepad, wordpad, or any simple text editing software. (I use notepad personally.) If you look down towards the bottom of the picture you will see the line ischaracter you need to change.

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