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FPSC Classic Scripts / Request-a-Script (...and I´l make it!) Official Thread

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Crucifix777
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Posted: 11th Jun 2011 18:45
@2beastmode4u

Thank ya mate.
2Beastmode4u
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Posted: 12th Jun 2011 05:29
@Crucifix777
What is considered a "scary situation"?


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2Beastmode4u
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Posted: 12th Jun 2011 05:31
@Worf
I'll try that one...


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Crucifix777
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Posted: 12th Jun 2011 06:07
@2beastmode4u

In the sight of enemies or strong amounts of gore or exoctic items(ex. the statues of Cthulhu and Dagon from Call of Cthulhu, I am not sure you'll pull that part off, but you can do the enemies right?)
Worf
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Posted: 12th Jun 2011 14:58
@2Beastmode4u

Thank you m8, very greatfull.
2Beastmode4u
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Posted: 13th Jun 2011 19:36
@Soviet176 and @Dracware
Your script is done. (check my second post)


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Soviet176
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Posted: 14th Jun 2011 00:15
Thank you very much beatmode. Can you tell me where on the entity these scripts go?


2Beastmode4u
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Posted: 14th Jun 2011 03:00 Edited at: 14th Jun 2011 03:11
If you re-download it, it should be come clear. If you don't want to well read this:




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light mod
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Posted: 14th Jun 2011 11:54
Could you PLEASE make me a script that only allows the player to have two weapons at a time. Like in call of duty when you swap the weapon that you have, for the one on the ground.

Could you also tell me where to put and how to use the script.
2Beastmode4u
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Posted: 14th Jun 2011 15:27
@light mod
That would require a mod. Try RPG Mod or PB. I recommend RPG because it has a lot and it's free.


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Soviet176
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Posted: 15th Jun 2011 02:18
Quote: "Hitmarker_Attack1 and Hitmarker_Attack2 are for the "Main" parameter in an entity."


By this do you mean a gun or a man. Because if it's a man, then how would I put HitMarker_Stay_still into main when its already taken?


2Beastmode4u
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Posted: 15th Jun 2011 03:29
Each of the Hitmarker attack and stay are just for choice. You see, you only put one of them in the main parameter. Then in the shoot parameter you put hitmarker_shoot. I hope that this helps.


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xymore
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Posted: 15th Jun 2011 22:42
hello 2Beastmode4u


i want to use the "spawn object upon destroy"
ive tried it out and it does works great for boxes, etc ...


Can this can be applied to character entity


object spawns were object is placed
could object spawn at spot entity was destroyed

Example: character dies, body fades, object appears ??



thankyou for the awesome scripts ..
they are a huge help to newcomers like me
spudnick
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Posted: 15th Jun 2011 22:56
Hi all, i have already got a script, but it needs more tweeking.

Ok . The scripts is a proximity mine and will explode when st to a certain distance ie set to 200 at the moment.

But what i need is it to be delayed before going off and also to use a sound file when activated.

The idea is i would like the script to act like their is artilley fire.
Hence
1. trigger
2.Delayed explosion.
3.sound effect

People will say you can do this by using a trigger zone, Yes it is easyer to do so, But when you have an open terrain map, then triggers are not a proper solution.

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Ched80
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Posted: 15th Jun 2011 23:05 Edited at: 15th Jun 2011 23:07
Try this.

Edit: ooops forgot that explode does not destroy.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]

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2Beastmode4u
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Posted: 16th Jun 2011 01:11
@Ched80
Thanks for helping out spudnick!


@spudnick
Did the script work out for you?


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spudnick
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Posted: 16th Jun 2011 03:07 Edited at: 16th Jun 2011 03:14
Thank you very much for quick responce,

i have tried the script and it works realy well,

But their is a little problem,
as you get closer to the exploding device the sound plays more rapidly, almost like using a metal detector,

example 10 feet away your here a slow sound, 5 feet away the sound loops twice the speed, 2 feet away the sound loops 3 x faster.

its hard to explain 100%

So could you make it so the sound plays just once.

As for the way it is i will use it in a mine field scene for which will be better, because i now can have to the same mine fields 1 with this script and the other map with my existing script, and so if the person finds a metal detector they can locate the mines and get through the mine fields ok ish,but if they don't find the metal detector then well they will struggle. Kabboom, Kabboom!

so all is not lost with this script the way it is.

But could it be ammend to fix the sound to only play once and after sound has played then kaboom!

By the way you guys are brill for doing this script request, 10/10

2Beastmode4u
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Posted: 16th Jun 2011 03:20
@xymore

Yes, this can be applied to an entity. It can be applied to anything that can be spawned later.

@spudnick

Sure, just give me 3 minutes.


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2Beastmode4u
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Posted: 16th Jun 2011 03:45
@spudnick
For some reason, the script that worked for you doesn't work for me. I tried Ched's script without any editing and it didn't work. I have a sound in the Sound 0 slot so I'm confused on how it worked for you.


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xymore
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Posted: 16th Jun 2011 04:58
@2Beastmode4u

thank you for the reply
but i think i had a miscommunication

i know it can be applied to an entity and it can be applied to anything that can be spawned later

i was wondering if the item that spawns after character death
could be spawned at the spot were the character actually dies at

can it be done ??
if so how ..
thanks
2Beastmode4u
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Posted: 16th Jun 2011 06:58
@Crucifix777
Sorry that your request is taking so long. It's proving to be annoying. Sorry about the wait.


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Ched80
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Posted: 16th Jun 2011 10:15
@spudnick,

I was a bit lazy actually and didn't test my script - apologies. I'll mod it tonight, test it and re-post it.

I'll actually put a little counter in it so you can change how many times the sound is played before the explosion.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
spudnick
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Posted: 16th Jun 2011 10:49
@2Beastmode4u

i have added the entity contents that im using, i beleive it a stock one.

And also here is a picture of the entity settings


Also i added the sound into the entity at sound 0 slot, just thought i would mention.

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spudnick
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Posted: 16th Jun 2011 10:52 Edited at: 16th Jun 2011 10:58
oh here is the entity settings in a picture format.

i don't know how to add 2 contents in one post

i have set this up on all 5 of my pc and laptops and all work to as if!

i normaly set the sound to about 200 for testing purpose cus you dont get much time before the entity expodes to here it properly.

And also this script when done will allow to be setup as to a trigger, meaning you can then use a button or switch or item extra to activate it so it will or can look like you are calling in for Air Support or artilley fire, just by changing a few values in the entity by setting up spawn delays.

Ooh i getting exicted, but it will have many options to a war game im sure of that.

Just to say Nice work guys and most preciated for your tallent.

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2Beastmode4u
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Posted: 16th Jun 2011 18:11 Edited at: 16th Jun 2011 19:09
@spudnick
I am at work right now and will be able to help out at about 3:00. I'll see if I can before that, but I'm not sure.


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Ched80
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Posted: 16th Jun 2011 19:07
Don't worry Beastmode, I fancy a go at this. will post it soon.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
2Beastmode4u
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Posted: 16th Jun 2011 19:10
Thanks Ched!


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spudnick
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Posted: 16th Jun 2011 20:19 Edited at: 16th Jun 2011 20:21
You guys are like a Tag Team, When one is having a rest or busy then the other takes other. Kewl

But don't bust a gutt so to speak to get things done, as im in no rush at all.
I have a few other scripts that i would love you all to have a go at making,
And other users will benifit from them too.

but i won't mention anything untill you guys have a bit more time on your hands.

As a jester what can others make or do to help you guys in your fps media, As i specialise in music and vegitation, IE Trees Rocks Plants extra.

Or are you just happy doing what you are for no Bonus
2Beastmode4u
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Posted: 17th Jun 2011 07:08
Ok guys, I know that it's late and I'm sooo sorry for the late response. I've just been up and down all day.

Now back on topic,
Your script is done(spudnick). I'll try to post it first thing in the morning.

@Crucifix777
Your script i just about done. Just a little more.

@spudnick
We do what we do to help people out, but if you want to just make a simple pine tree and record yourself doing it with a screen capture sofware like, screencast-o-matic, I'd be very greatful. (I'm trying to learn how to model )


Cheers.


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2Beastmode4u
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Posted: 17th Jun 2011 13:53
@spudnick
Your script is done. (Check my second post)


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2Beastmode4u
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Posted: 17th Jun 2011 13:55 Edited at: 17th Jun 2011 13:55
@xymore

No, that isn't possible to spawn something at somethings position, sorry. Or at least not to my understanding.


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spudnick
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Posted: 17th Jun 2011 20:00 Edited at: 19th Jun 2011 19:23
ok thank you i will go and hath a play with me new toy! i mean script hehhe

I will let you know how i got on.

Well i have been playing around with it and it works brilliant, I have now artillery explosions on my ww2 Omaha beach and also in the water too.
i think i may make a video of it and Youtube it, but never done that before, 'o'well

And their for i can say it is a finished script,

Thank you very much Ched08 and beastmode.

I have one question, what part of the script do i change to make the entity explode quicker, i mean at the moment it takes about 7 seconds from when activated.
is it to do with the 666 numbers!
Cus i know what the plrdistwithin bit acheives but have no clue to what else.
spudnick
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Posted: 18th Jun 2011 14:14 Edited at: 20th Jun 2011 13:05
Ok i have another request.

im not 100% sure if this idea needs a script or not,

Anyway here is my request

I would like to have an entity to fly, just for effect only and not to control or any thing like that,

but hence i would like to have and aircraft doing a fly past other head, at lets say layer 8 or 9,
and also beable to change the directions, Example, North, North west, north east, extra

So could this be done or am i asking to much
This would be great for all if it could be done as people could use it for birds and clouds and many other ideas.


1 thing that can be done, Is that you can add an entity to any above layer without any ground as any one can do, but it having an item move on its own at a set cordinate IE A to B and across the same layer (not changing from layers)

I supose it could be set up a bit like a character and so it could even do a fly by attack.
So i guess the entity can use a waypoint to move along with and just need to have an entity apear at start and disapear at the end.

i have put or tried putting an entity on a higher layer with no floor and it stayed in place but when i did it with a ww2 character it fell to the ground Ie layer 5 default.

So here is what im at, At the moment, i have tried using an entity and used the follow script in Main and i set up a Way point, the entity stayed at the level i set but it did not follow the way point, And so with you geniuses i would like you to beable to workout how to make an entity follow a waypoint, or maybe some way as i mentioed earlyer.

Ok i have been trying out more things and i have narrowed down what needs to be done.

i have played around using the lifts in sifi and have used the one that uses the scripts for Start: ApearAntigravity Main : follownorotate and Destroy: Disapear1
And so it will follow the way points as long as their is ground, but when you take away the ground the entity does not more and so im having a look at the scripts and i think it has somthing to do with
appearantigravity.fpi and the Floor logic bit at line 9

so could the floor logic bit be affecting the issue of it not working without floor.
and if so what can be done for it to work without out floor, then all is done.

Edit.
Hi all, i have found a way to do what i need, and i have posted my solution on another post here http://forum.thegamecreators.com/?m=forum_view&t=185676&b=23&p=0

As i don't won't to fill this post with media content.

if you would like i can remove this post, or it may benifit others

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2Beastmode4u
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Posted: 18th Jun 2011 15:26
I don't know if this is even possible but lets give it a try.


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Crucifix777
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Posted: 19th Jun 2011 03:07
@2beastmode4u
Its perfectly alright. Take as much time as you need.
2Beastmode4u
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Posted: 20th Jun 2011 00:35 Edited at: 20th Jun 2011 00:36
@Crucifix777
Your script is done. (Check my second post)


@Worf
Now I'm working on your script.


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leo877
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Posted: 20th Jun 2011 01:54
@beast


were do i get the new version you talking about. can you post a link. after i dl do i make it as it own folder or do i put it inside fpsc folder so it can pick up new conditions and action.

thanks for your time.


2Beastmode4u
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Posted: 20th Jun 2011 02:04
@leo877
You can download the new version from here. There should be instructions on how to update in the first post.

I hope this helps.


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trubkiller
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Posted: 20th Jun 2011 02:35
hey did you accept me beast mode?


Does it look cool for blue text to appear?
2Beastmode4u
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Posted: 20th Jun 2011 07:02
Yes, I have.


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popmas
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Posted: 23rd Jun 2011 12:41
Can you make script for mp5 so it have faster firerate? Or if you tell me, what i have to do (I tought it´s easy to edit gunspecs but I don´t understand anything ) I can (try) make it myself.

P.S. Sorry about my very, very bad english...
popmas
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Posted: 24th Jun 2011 21:02
It wasn´t so hard then, i just putted firerate = X to gunspec...
sic1ne
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Posted: 25th Jun 2011 00:46
@2beatsmode4u can you make me a script or edit hakutas fog script out of his dark ai script pack !so that the fog is a light green color instead of white? i need it to simulate poison gas let me no if u can do it thanks!!!!


2Beastmode4u
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Posted: 25th Jun 2011 03:02
Where is this fog script? If you could show it to me that could be great.


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sic1ne
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Posted: 25th Jun 2011 07:17 Edited at: 25th Jun 2011 07:21
@ 2Beastmode4u i uploaded the script take a look in the bottom right hand corner its there for download! that is the only way i know how to upload it lol!!!hope that helps just let me no if u can tweek it if not its not a problem thanks dude!


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spudnick
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Posted: 26th Jun 2011 02:55 Edited at: 26th Jun 2011 03:46
@sic1ne

if you go here http://www.houseof3d.com/pete/applets/tools/colors/

and click on the colour sliders you can see the colour you will need, then all you do is insert the numbers acording to the colours into the script

example
light greenish



So you just edit the Fogblue=?, Fogred=?,Foggreen=? numbers and put the numbers by the colour sliders from website after the = of the fog colours,

to change the desity of the fog you change the
:state=2:fog=1
to somthing like
:state=2:fog=2

personaly i would save each change to a new fpi script and name it acordinly, Example( lightgreen_fog.fpi) and so on, this will help you define whats watt and also keep them in a file all to gether for easy knowlage, Example A Folder named (fog) (mist) (water) (smoke) extra.

hope this info help you m8

OH before i forget visit here to get a proper program for all colour codes
http://www.linxexplorer.com/colorpicker.html

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2Beastmode4u
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Posted: 26th Jun 2011 03:48
I am so sorry for such late replies everyone. I've been busy with other things but am still here to help. If anyone has a request (besides the people who already asked) now is the time. I will probably close this thread soon but don't fret, I will re-open it with time. So get your last minute requests in.


@spudnick
Thanks for helping out a customer. That flying airplane video is nice. I can script it as long aas I know the animation number of it flying (unless you are using a waypoint path).

@Worf
If I do not get your script done by the time this thread closes I will keep in touch with you via emai.


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spudnick
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Posted: 26th Jun 2011 04:34 Edited at: 26th Jun 2011 04:51
At the moment im using waypoint paths, with invisable floors or even clouds, it would be nice to still use way points but with no floor segments,

or even a whole new aproach, i have seen a helicopter script that has been done before, but its some what confusing as it was setup as a character, and it would only work if you stayed within 10 squares of it,

But with my idea it works ok at even 20 ish squares and at a height moving from layer 19 down to 0 and vise versa at the same time as moving along waypoint,

And so i would like it if you could be able to make things more easy, like maybe have sound, as i have failed to work that bit out, and to have the plane disapear after a certain time, And mainly to control the height as i use the floatrate.

Example 5 seconds at layer 7 and then move up or down for another set seconds and so on throughout a duration untill i need it to disapear.

Or maybe you can get some info from this heli script

i would be most greatfull for any help

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, So its nice to give!
2Beastmode4u
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Posted: 26th Jun 2011 05:06
It's possible using the moveup command, but will be a buggy one because the moveup command makes it move up but not animate like that. So, unless you have the plane with a flying up animation, it will look weird going up while still facing the same way... but I love the idea for this script.

This would be the type of script that would allow people to have birds flying in the background!

Definately added to my to do list.


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sic1ne
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Posted: 26th Jun 2011 08:11
@ spudnick hey thanks for the help i understand now but that house of 3d website will not work for me when i go to it its not your link i googled it and when i go to the wesite it causes windows microsoft to close but no worries ill figure it out!!

ps spudnick.... awsome flying air plane video i saved the video to my youtube page


@2beatmode4u thanks you for your help aswell!!!


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