Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
Testing
18
Years of Service
User Offline
Joined: 21st Dec 2005
Location: Finland
Posted: 19th Apr 2007 20:37
I try to make my first game, ghost castle game.
There is thread that enemies can be transparent, but I don't know how and what to edit to make characters almost invisible.
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 19th Apr 2007 20:54
Add this to the beginning of their .fpi file (whichever one you are using for the AI Main) in the triggers section.

::setalphafade=50

That would be half, 100 would be invisible... adjust as necessary.

best.

I'm sorry, my answers are limited. You must ask the right question.

MikeB
17
Years of Service
User Offline
Joined: 5th Apr 2007
Location: My Computer, Shropshire, England
Posted: 19th Apr 2007 21:41
Wow thanks xplosys, i think nickydude should add something that tells about that

Everybody loves transparency.

I wander.... is there anyway i could put it at, for example, the start of the shoot script, to make him so he goes invisible when activated?

I really want to learn scripting to use fpsc to it's full potential, so i'm soaking up info like this as much as I can.

E.D.

EldestDragon

There is no snoop
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 19th Apr 2007 22:15
Quote: "I wander.... is there anyway i could put it at, for example, the start of the shoot script, to make him so he goes invisible when activated?
"


Excellent question and idea. Please let us know the results when you test it.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Testing
18
Years of Service
User Offline
Joined: 21st Dec 2005
Location: Finland
Posted: 20th Apr 2007 05:39
Thanks for response, but there is something wrong. It still visible. Here is that code. Does I added that new code right?
BTW, That idea sound great.


;Artificial Intelligence Script

;Header

desc = Follow Waypoints, Crouch If Shot (fear), Resume After 5 seconds

;Triggers

::setalphafade=100
:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse
:nearactivatable=0:settarget,activatetarget=2
:random=20:rotateheadrandom=65
:shotdamage=1:settarget,rotatetotarget,state=10
:noiseheard=5:settarget,rotatetotarget,state=10

:state=10:timerstart,state=11,animate=31
:state=11,timergreater=5000:state=0,animate=2,waypointstart
:state=11,random=5:rotateheadrandom=35

;End of Script
MikeB
17
Years of Service
User Offline
Joined: 5th Apr 2007
Location: My Computer, Shropshire, England
Posted: 20th Apr 2007 10:31 Edited at: 20th Apr 2007 10:45
Sorry Xplosys... that doesn't seem to work, when i put it in the main fpi or the shoot fpi.

I put it right after the line Triggers:

::setalphafade=50.

I overwrote the blank line that used to be there.


Any help would be great.

E.D.

P.S. Glad u liked my idea

EldestDragon

There is no snoop
Veron
18
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 20th Apr 2007 10:47
Quote: "::setalphafade=100"


You've got two colons!


MikeB
17
Years of Service
User Offline
Joined: 5th Apr 2007
Location: My Computer, Shropshire, England
Posted: 20th Apr 2007 10:50
That's what Xplosys said....

I'm currently experimenting, i'll post instantly if I succeed.


E.D.

EldestDragon

There is no snoop
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 20th Apr 2007 17:18
Check this thread:

http://forum.thegamecreators.com/?m=forum_view&t=104662&b=24

Best.

I'm sorry, my answers are limited. You must ask the right question.

Cyber Lee
18
Years of Service
User Offline
Joined: 24th Nov 2006
Location:
Posted: 22nd Apr 2007 21:59
And another idea...
You see a ghost, and when you get near him he dissapears (intro to game)...

;Artificial Intelligence Script

;Header

desc = when player gets near, entity dissapears

;Triggers

:state=0,plrdistwithin=150:state=1
:state=1:destroy

;End of Script

this was one of my first scripts...
tyrano man
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 22nd Apr 2007 22:09
Yeah that would work; but only if hes got fadecorpse ad his death script

Jeremiah
18
Years of Service
User Offline
Joined: 9th Sep 2006
Location:
Posted: 22nd Apr 2007 22:16
You can actually do a fade out effect, I have got one working where the character fades out after you talk to him by setting up setalphafade into a loop that reduces at 5 per pass. I am trying to figure out how to apply a lightning or lighting effect which will make it cooler. No luck so far
Cyber Lee
18
Years of Service
User Offline
Joined: 24th Nov 2006
Location:
Posted: 22nd Apr 2007 22:21
..good idea, never tought of that....
tyrano man
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 22nd Apr 2007 22:23
Quote: "I am trying to figure out how to apply a lightning or lighting effect which will make it cooler. No luck so far"

Use a decal and use rundecal to make it appear at the end

Jeremiah
18
Years of Service
User Offline
Joined: 9th Sep 2006
Location:
Posted: 22nd Apr 2007 22:29
Good idea, I will probably have to make a custom one that does a shimmer effect. I know the feeling now cyber lee

Login to post a reply

Server time is: 2024-11-25 22:36:23
Your offset time is: 2024-11-25 22:36:23