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FPSC Classic Product Chat / Gravity gun possible without modding?

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Diablos Bud
16
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Joined: 8th Aug 2008
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Posted: 21st Aug 2008 19:12 Edited at: 21st Aug 2008 19:14
Well, I was thinking about a cool idea for objects with physics, and picking up enabled, a gun in which allows you from a specific range away from the to use the pickup object function as long as you are holding the gun (left-click to pickup/throw, and right-click to drop). Would this be possible in FPSC through scripting, without any modding?

Diablosbud Productions - a name for the game's developed by me.
Slayer222
17
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Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 21st Aug 2008 19:21 Edited at: 21st Aug 2008 19:22
No. FPSC has a very bad physics engine. And do you even know how to script? if you do, you'll see that while its not too hard, its also very limited.

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Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 21st Aug 2008 19:26
If only. We could be able to unwedge items blocking your way and .... No. Just use Source SDK to make games. I'm pretty sure it wont be impossible to import FPSC models and textures in to Hammer.

The Simon Cowell of TGC.
Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 21st Aug 2008 20:58
Quote: "No. Just use Source SDK to make mods. "



*cough* corrected...

ssdk is only for modifications.


No doubt'fully the simon cowell of the fpsc section :S
Violent Pigeon
16
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Joined: 30th Dec 2007
Location: London, Great Britain
Posted: 21st Aug 2008 21:48
Well, you can pick up items at current, so why shouldnt you be able to lengthen the range of picking up and allow you to pick up while using a weapon?

My MMORPG: check out the forums at http://www.mechtec.net/forum

Diablos Bud
16
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Joined: 8th Aug 2008
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Posted: 21st Aug 2008 21:50
I know, I'm just learning this game creators limits, but could we make a modification to the range of picking up when holding that weapon? Yeah, I'm used to using RPG Maker XP which is packed full of scripts. Go here: www.rmxp.org, and go to Script Anaylisis it has like 150 full topics on the board!

Diablosbud Productions - a name for the game's developed by me.
Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 21st Aug 2008 22:03
you'd have to mod the source and make a script action to do that AND make guns scriptable.
open up the source code and then come back and tell me if you want to screw around with that

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
outlaw241
16
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Joined: 5th Mar 2008
Location: Ontario Caliiiiii US of A
Posted: 22nd Aug 2008 12:36
WAIT WAIT WAIT.
your already able to do that just put a gun on screen to make it look nice

CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 22nd Aug 2008 14:17
No you aren't.......

FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 22nd Aug 2008 14:26
Quote: "RPG Maker XP which is packed full of scripts"

What does that have to do with FPSC?

Failing at every guitar game ever made!
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 22nd Aug 2008 14:42
He must think that RPGM's Ruby scripting is compatible with FPSC's FPI scripting.......

Well it isn't......

Diablos Bud
16
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Joined: 8th Aug 2008
Location:
Posted: 22nd Aug 2008 16:15
No I am just saying that I am used to handling RubyGameScriptingSystem which has tons of scripting capabilities because it is 2D.

Diablosbud Productions - a name for the game's developed by me.

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