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.

FPSC Classic Product Chat / Stop NPC being shot

Author
Message
Nickydude
Retired Moderator
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 13th Feb 2009 14:13
I have a (must be dynamic) character that I don't want to react to being shot at at all, like a friendly NPC. How do I achieve that?

Thanks.

Scurvy Lobster
18
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 13th Feb 2009 14:40
Give him lots and lots of health so the player can't kill him even if all ammo is thrown at him?
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 13th Feb 2009 14:45
There has to be another way because one of the included levels (I think it's the hostage level) has an Aiko that can't be killed if I remember correctly. I don't know how that was done back then.

Using SHOTDAMAGE=1:SETHEALTH=100 should do it now.

Best.

SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 13th Feb 2009 15:22
Set his health to 0?


Nickydude
Retired Moderator
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 13th Feb 2009 15:28
I don't want him to be invincible, I'd like him not to react at all, like shooting at a shadow that carries on walking.

SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 13th Feb 2009 15:34
Health to 0, no blood decal in his fpe and you should be fine.


djmaster
User Banned
Posted: 13th Feb 2009 15:40
theres probably no other way instead of plys mod when you can simply add to character ifplrusedweapon or something like that to be immune to shots from weapons

A.K.A. djmaster
Nickydude
Retired Moderator
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 13th Feb 2009 15:44
I tried that Sam but he stops walking for a moment each time he's shot. This is a timed walk so can't stop.

SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 13th Feb 2009 15:52
Ah ok, change his type from character to object in the fpe maybe.


Nickydude
Retired Moderator
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 13th Feb 2009 16:32
If I do that will the character still walk?

djmaster
User Banned
Posted: 13th Feb 2009 18:23
if he will be an object you have to rescript the walking and all,so i dont think theres any help

A.K.A. djmaster
dumpus
16
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Canada, eh?
Posted: 13th Feb 2009 18:26
:shotdamage=1:animate=2 possibly? There's got to be something in the AI script that tells it what to do when it's being shot at...

*This post will self-destruct in 10 seconds.*
Dar13
16
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 14th Feb 2009 04:32
i think it's the physics force of the gun i believe that stops the character. the AI has nothing to do with being shot at and running an animation(unless it's custom).

...
TGPEG
17
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 14th Feb 2009 08:53
Where does the character walk? Because a workaround would be to plae some invisible entites between you and it.

[center]
Nickydude
Retired Moderator
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 14th Feb 2009 13:34
Thanks guys. I've just extended the timed walk. If you play my entry for the horror competition you might see what I'm on about.

Login to post a reply

Server time is: 2024-10-12 01:17:24
Your offset time is: 2024-10-12 01:17:24