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FPS Creator X10 / Rising water

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FPS Kid
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Posted: 8th Feb 2008 22:24
Is there a way to make water rise while playing the game, I mean like you have to run up stairs to get away from it..?

Thanks.

~FPSKid
SamHH
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Posted: 8th Feb 2008 22:31
I think there are fpi commands for water, so if you had a triggerzone that when the player walked in then the water would continuely rise.



shadow651
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Posted: 8th Feb 2008 23:14
i tried it but the script makes it go down you have to edit it

[
Conjured Entertainment
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Posted: 9th Feb 2008 00:12 Edited at: 9th Feb 2008 00:13
In the scriptbank there is a sub-folder called effects
You will find raisewaterlevel and lowerwaterlevel FPI scripts there, along with many other standard effects controls.

Either use them or peek in them to write your own to suit your needs.
Either way, you should be able to get your desired effect working fairly easy.

Don't forget to visit Conjured Entertainment

FPS Kid
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Posted: 9th Feb 2008 00:16
Thanks a bunch!

It worked.
FPS Kid
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Posted: 9th Feb 2008 00:57
I tested it again and the water dissapears.
FPS Kid
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Posted: 10th Feb 2008 15:29
What do I edit it to..?
Conjured Entertainment
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Posted: 10th Feb 2008 17:38 Edited at: 10th Feb 2008 17:42
Ok kid, I'll take it easy on you because you are new to FPSC, but here are a few things to keep in mind that will help make your time here more enjoyable.

(0) Read the PDF Manual that came with FPSC. (it is in the DOCS folder)

(1) Take note of the "Thread Subject Search" box at the bottom of this page.
Most questions have already been asked and answered, so looking it up prevents multiple threads with the same topic.

(2) Take note of the "edit" button under your avatar on your posts.
Use that instead of double posting like you did here (actually you tripled), because epople will fuss at you for it.

(3) Read the stickies at that top of the forums, because they have all the core info you need.
Nickydude's Tutorial will get you started on FPI scripting.

(4) People will be more apt to help you fix a script that you have written, rather than write it for you ro show you how.
They want to helo you but they want you to learn as well.

Go read that stuff and if you still need help then come back here with your script and I'll see if I can help.

You have been a TGC member for over a year though, so you should already know about the double posting.
But anyway, I thought I would suggest this because other people will ignore you or flame you for double posting or asking question that have already been answered.

Don't forget to visit Conjured Entertainment

john schwarcz
User Banned
Posted: 12th Feb 2008 02:53
i thought there r swithces u can push to change water level

shadow666
Conjured Entertainment
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Posted: 12th Feb 2008 04:16
There are sliders to adjust it in the editor when you are building the game if you hit the TAB key.
If you want in game adjustments then do it in the FPI scripts.

Don't forget to visit Conjured Entertainment

Cheese Cake
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Posted: 12th Feb 2008 10:19 Edited at: 12th Feb 2008 10:20
Quote: "There are sliders to adjust it in the editor when you are building the game if you hit the TAB key.
If you want in game adjustments then do it in the FPI scripts."

Thats what he is saying...it doesnt work correctly.
(ingame water rising i mean)

Quote: "(3) Read the stickies at that top of the forums, because they have all the core info you need.
Nickydude's Tutorial will get you started on FPI scripting."

Did Nickydude already made a guide for X10?

Also the stickies over here are for updates...model packs converting...
But nothing for explaining how stuff works.

I have never tried this idea...so cant tell if it works or not.

Conjured Entertainment
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Posted: 12th Feb 2008 10:56 Edited at: 12th Feb 2008 11:53
Yeah I just tested it and it is certain that the water level thing is fouled up.
My raisewaterlevel cause it to set to zero, whether I use a Trigger Zone or a regular entity for the trigger.

I tested it again and again, and every way I try I get the same results...

effectincwaterlevel=x

effectdecwaterlevel=x

...do not work for me.

Wait a minute I think I know what I did wrong. BRB

YEP it was user error all right. Chek this out...

effectincwaterlevel=x ....... increases the water level until height reaches FACTOR value

The default value of the Trigger's FACTOR is one.
So it was incrementing it by one until it reached one, so it did nothing but take it to one.
Raise the FACTOR value on the Trigger's Properties and it will work like a charm.
Of course, you would want a lower FACTOR for the effectdecwaterlevel=x action.
Think of the FACTOR as the value you want it to reach when it is complete, or its cut-off point.

Don't forget to visit Conjured Entertainment

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SBOVIS
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Posted: 15th Apr 2008 15:34 Edited at: 17th Apr 2008 20:11
Hi,
Has anyone got this working, I have tried lots of ways using the FACTOR and an attached script to a TRIGGER zone and nothing happens.

What I need is the water to move up say a Qty of 5 stop for a while then move up another factor of 5 etc until it reaches a max of say 100.

Anyone got any ideas or code to do this process??

I have checked the forum and other scripts but cannot seem to get anything close. (I am new to scripting so go easy hahahahaha)

Many thanks



Hi,
Any ideas how to solve this issue? I have tried lots of ways but I cannot get it to work


SBOVIS
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Posted: 17th Apr 2008 20:09 Edited at: 20th Apr 2008 13:26
--
SBOVIS
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Posted: 20th Apr 2008 13:26
Hi,
effectincwaterlevel=x ....... increases the water level until height reaches FACTOR value

This is in the manual as a command but when attached to a trigger zone all it does is turn the water level to zero!

I have setup a trigger zone attached a simple script that uses the playinzone command and the effectincwaterlevel=x, then set FACTOR to 35. When testing the player walks into the trigger zone and the water level goes to zero! everytime!!


Maybe this command and the effectdecwaterlevel are the wrong way round? or simply it just does not work.


Anyone got this working?? if so please help as my hair is getting shorter from pulling it out hahahahahahaha
Patrick Tew
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Posted: 20th Apr 2008 13:29
I have experienced the same problem as SBOVIS when selecting the command as the main for the trigger zone and selecting the factor to be say 35.

If anyone does know how to get it to work it would be great.

Thanks.
Conjured Entertainment
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Posted: 21st Apr 2008 07:39 Edited at: 21st Apr 2008 07:56
Quote: "Maybe this command and the effectdecwaterlevel are the wrong way round? or simply it just does not work."
Quote: "I have experienced the same problem as SBOVIS when selecting the command as the main for the trigger zone and selecting the factor to be say 35.

If anyone does know how to get it to work it would be great."


The solution is simple... Start at the bottom and work your way up.

Really,

1) Open your editor then navigate to the lowest level. (5 levels down)

2) Now place a prefab, your player marker, and 2 triggers.

3) Set the first trigger as follows...
AI MAIN = effects/raisewaterlevel.fpi
Factor = 50

4) Set the second trigger as follows... (make sure you start close to this trigger)
AI MAIN = effects/lowerwaterlevel.fpi
Factor = 1

5) Start the test build and run to the second trigger.

You will start under water because of the default water level, but you will soon be able to breathe if you are at the second trigger.

Once the water drops to nothing, then go to the other trigger to see the water raise chest high.
Go back to the other trigger to lower it again.

The actions for raising and lowering the water work fine at the lowest level of the editor.
That means a one floor limit (ground floor) of in-script water adjustments.

The addition of a timer could set the speed of the raising of the water if desired.

A custom appear script for one of the triggers should take care of setting the water level at the start so you do not experience drowning at the start of your games.
( effectwaterlevel=x )


Have fun!

Don't forget to visit Conjured Entertainment

SBOVIS
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Posted: 21st Apr 2008 16:16
Ah ok! the mention of the water at the lowest level was not mentioned before, I was doing it on the default level which is 5 I think.


I will test and let you know, many thanks.

Have you tried this with a timer? so a large room fills slowly over say 3 levels?

If so I would love to see the code and try this out.

Again thanks for the pointer.
Conjured Entertainment
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Posted: 21st Apr 2008 23:11 Edited at: 22nd Apr 2008 03:13
Quote: "Ah ok! the mention of the water at the lowest level was not mentioned before, I was doing it on the default level which is 5 I think."

There are 5 "sub terrain" levels, so the default is really number 6 unless you count the first one as 0 instead of 1.
Actually, I think Lee did mention it in a thread once, but it wasn't an announcement or anything.
That was when he was telling us about what X10 would be able to do and what it wouldn't.
It was a pre-release thread I think. Oh well, you know now.

Quote: "Have you tried this with a timer? "

No, I haven't, but I will eventually.

Quote: "so a large room fills slowly over say 3 levels?"

I;m not sure about that one since the water level caps at 100.
I think you will only get one levels worth. I'll try it.

Quote: "If so I would love to see the code and try this out."

I will share the script as usual.


Edit
I was wrong about the one level thing... (check out the video)

I made a tower (stacked a prefab and removed floors)
This allowed me to start at the default level but look down into a room that was 6 stories high.
I used my 2 trigger method above for raising and lowering and set the factors at 1 for lowering and 550 for raising.
It worked perfectly, and you could see the water go from the bottom to the middle of the highest floor.

So our factor needed to be 535 for that raising for the default 6th floor level not 35. (just add 500 when using the default level)
That means if we start at the default ground level and want to flood up to the fourth floor of our buildings (first 3 floors) then we go from 500 to 800.

Water Level Values ... for FPI Scripting
    0-100 = sub terrain 5 (bottom)
100-200 = sub terrain 4
200-300 = sub terrain 3
300-400 = sub terrain 2
400-500 = sub terrain 1
500-600 = GROUND FLOOR     (Default level)
600-700 = second floor
700-800 = third floor

...and so on.

I made a video but it got corrupted when I tried to convert formats.
I'll try to make another video, and then I'll try the timer.

The process seems slow enough though, almost as if Lee has a built in timer already.
Try playing with it now you know to add 500 to the value to compensate for the sub terrain levels.


Timer Edit
I tried it with a timer and it works great.

Here is the
for raising water slowly.

Here is the
for lowering water slowly.

You can easily adjust the value in the timer to suit your needs.
The current value of 100 = 1 tenth of a second delay for each increment/decrement.
That means it would take a total of ten seconds to fill each level.


A video is attached to show the raise water level in action.
Notice when I step to the left the trigger starts to raise the water. (there was a trigger on right to lower)
Ground floor and sub terrain 3 have yellow wall paper.
The doors are good indicators for other floor levels.
Player is on default ground level.

Don't forget to visit Conjured Entertainment

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SBOVIS
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Posted: 22nd Apr 2008 09:59
Coooool! many thanks Conjured Entertainment, great effect now I am off to use it to flood a level slowly and the player needs to escape in my game project.

Just a little question though, how long have you been working with FPSC? as you seem to be very good at coding and know the software quite well.

Cheers
Conjured Entertainment
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Posted: 23rd Apr 2008 06:33 Edited at: 23rd Apr 2008 06:37
Quote: "Coooool! many thanks Conjured Entertainment"

No problem.
Glad I could help.

Quote: "Just a little question though, how long have you been working with FPSC? "

Since the beginning! I got it 'hot off the press'!

Sept 12 2005 is when I joined the forums, and I started using FPSC as soon as I got it out of the mailbox.
The release of v1 was Sept 22, 2005, and I pre-ordered it just like I did FPSC X10.
The timing on my discovering FPSC and its release was just right.

Don't forget to visit Conjured Entertainment

FredP
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Posted: 23rd Apr 2008 06:41
One of the few that have been around here longer than me.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
SBOVIS
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Posted: 23rd Apr 2008 13:27
Conjured this works like a charm, I now have a 6 level map with enemies and rising water that will drown the player if he does not exit the level. coooooooooool!!

Many thanks for this.

Off topic a little but the SEGMENT/WEAPONS packs for X9 will they work with X10? (not characters), I am also getting segments from pack 16 (which has been converted) with errors or no textures showing just white. I am thinking of uninstalling and re-install??
Conjured Entertainment
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Posted: 23rd Apr 2008 19:19
Quote: "Off topic a little but the SEGMENT/WEAPONS packs for X9 will they work with X10? "

The packs are being converted one at a time I believe.
Check your order history for model pack update details.
Each model pack has the status listed for the X10 conversions.

Don't forget to visit Conjured Entertainment

Chris Ganuza
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Posted: 26th Apr 2008 18:32
i posted a suggestion on that, very similar. I wanted to make a level like your in a ship, and its sinking. The closest i know of is trigger zones, but then it might not work.

CG
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Posted: 4th May 2008 23:06 Edited at: 4th May 2008 23:07
Quote: "The timing on my discovering FPSC and its release was just right."


Same. I was about to purchase The 3D Game Maker when they made the announcement of FPSC. I got in on the EA version and lemme tell ya, the stabilization of the product had increased immensely. It still has a few quirks though.

I was busy with school at the time, as I am now, so I couldn't play around with it too much. I hope to get into x10 although it seems like I have fallen far behind on the common knowledge built up since its release. I don't even know how to change the resolution so that all my crates in-game don't look like rectangles.

EDIT:
P.S. This thread should serve well as a sticky. The info on manipulating water would be useful for any who came across it.

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Gingerkid Jack
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Posted: 10th May 2008 00:44
i can't remember when i found out about EA version. I downloaded the demo and I fell in love...

I was Jacko but I changed my name.
B I O M A S S
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Posted: 13th May 2008 23:43
Okay guys, I made a crank lever on a wall that you had to crank to raise the waterlevel to a certain point, then the crank would not work. Hee is the script



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