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FPSC Classic Models and Media / Characters seem to only react to line of sight and other flaws

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Brian In Korea
17
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Joined: 1st Mar 2009
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Posted: 2nd Mar 2009 14:09
I loaded up a test room with a bunch of characters and I noticed that if you walk up behind a character you can push/bump the character with no reaction and you can even shoot over their heads with no reaction. Nothing happens until you walk in front of them.

And, you can stand in front of a character thats throwing grenades and he will just pitch them far over your head as you stand there.

And, the bazooka guy has a knockback when he fires and if he is standing beside a wall he can "recoil" himself INTO/within the wall. It seems that instead of applying a knockback force, the characters co-ordinates are just being offset so he can therefore, end up within a wall. I also noticed this effect with the player/cam once. I was "knocked back" and ending up going through an exterior wall which caused me to plummet to the "ground" below.
General Jackson
User Banned
Posted: 2nd Mar 2009 16:57
give them a bigger field of vision. this is done by right clicking the character.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Brian In Korea
17
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Joined: 1st Mar 2009
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Posted: 2nd Mar 2009 18:07
I don't want them to "see" me when I'm walking behind them. But I do want them to react if I'm fighting right behind them or if I'm walking over metal and making really loud footsteps. Or if I start pushing them from behind.
bond1
20
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Joined: 27th Oct 2005
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Posted: 3rd Mar 2009 01:33 Edited at: 3rd Mar 2009 01:33
This is really where scripting comes into play. Take a look at the scripting commands available to you, conditions like PLRDISTWITHIN, SHOTDAMGE=X, PLRCANBESEEN, NOISEHEARD. They can be used to achieve what you describe and much more by creating your own custom character AI.

Take a look at the official community guide, the scripting section of the manual, and some of the scripting tutorials. Lots of fun to be had here!

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"bond1 - You see this name, you think dirty."
xplosys
20
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 3rd Mar 2009 01:53
Out of the box, the characters/scripts are in a very basic mode, made to get you up and running quickly and easily. That's a good thing for people who just want to make a quick game. Even better is the ability to customize their actions like bond1 said. For those who want to control them much more effectively, the options are available.

If you're thinking "Why aren't they smarter out of the box?" the answer is "TGC didn't know what you wanted them to do." So they made a bunch of scripts to cover a bunch of scenarios. The rest is up to you.

To be honest, a great script in one man's level doesn't work well in another mans level. It's always best to customize your script to your environment.

Happy game making.

Best.

Brian In Korea
17
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Joined: 1st Mar 2009
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Posted: 3rd Mar 2009 05:27
I agree. Much can be done with scripts. I'm actually looking forward to learning a lot more about scripting in FPSC; some of the functions look pretty interesting. After looking over some of the script ACTIONS it seems like it should be relatively easy to have the characters have a range of reactions to being shot. Maybe using a "whenhealthless = x" with a "playanimationframe = X to Y" (pseudocoded). NOISEHEARD sounds perfect for what I was writing about earlier. Combining that with a PLRCANBESEEN and throw in a check for the lighting level at player's coordinates and your well on your way to a rogue/thief/assasin based FPS.

I just wanted to write about my initial reactions so that others can know what to expect initially and to maybe not let that get them down. For, as you say, out of the box they are in a basic mode but still have a lot of potenital once scripted.

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