Nice work again rolfy, The corridoor idea shouldn't be a problem. I made that spidermonkey thing, that could run down a 1 segment corridor, and it was fine. FPSC seems to limit the amount of the mesh that is effected by collisions based on the position of the mesh on export.
For example, the pitcrawler was exported with the back legs over the 0rigin, so the entire front half of the pitcrawler could clip through a wall. I'd advise you get the middle of the spider bang over the origin of xyz, and that way you should have no probs with collisions. Also, if there's a possibility of getting the pitcrawler re-exported and centred over the axis, that'd fix a bunch of collision probs with it.
Weapon wise, you can just have a damage state.
as in, the only state where the player doesn't take damage is before he first gets attacked...
:state=0,plrcanbeseen=46:state=1
:state=0,shotdamage=1:state=1
:state=0,plrdistwithin=200:state=1
:state=1,plrdistgreater=60:rotatetoplr,animate=move,movefore=5
:state=1,plrdistwithin=61:state=2
:state=2,rateoffire:rotatetoplr,animate=attack,plraddhealth=-5
:state=2,plrdistgreater=80:state=3
:state=3,plrdistgreater=60:freeze,rotatetoplr,animate=move,movefore=5
:state=3,plrdistwithin=61:state=2
:state=3,random=10:plraddhealth=-5
there you go. states 0 and 1 are only used until the player is bitten. Once bitten the spider loops between states 2 and 3, in state2 the plr takes damage as he is being attacked, and in state3 the plr takes random "poison" damage until the spider tracks him again and attacks.
:state=2,plrdistgreater=80:state=3
the reason I used 80 and not 60 here is so that you can't just keep running backwards and shooting, worked well with the pitcrawler.
Rofly, have you considered this? With gravity turned off on an entity, it centers itself where the axis was on export (as I said above), therefore you could make an animation where the spider is upsidedown, 100 units up the y axis (x+100). this would mean you could have it hang from the ceiling. also, if you rotate the spider 90 degrees, you could have it walk along walls (using scripting and event scripting to ensure the corridoor was the right size).
I have long wanted to experiment with this, and if you rig it up like that, I'd be fully down to script it.
Sorry that this has turned into an uber-rant! Great work, be in touch.
Butters