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FPSC Classic Product Chat / [LOCKED] Project Blue UM edtion official thread

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Plystire
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Posted: 25th Aug 2009 05:48
Ahhh, yeah, the FS3 is only partially implemented into v1.6d, that's why it's not advertised as a feature. Everything will work fine if you don't try to use it, but don't expect it to work as intended.


The one and only,


meteorite
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Posted: 25th Aug 2009 17:05
Quote: "it is WIKID"


I believe you used an extra word when describing it to me

DarkFrost
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Posted: 25th Aug 2009 17:19 Edited at: 25th Aug 2009 20:53
hehe lets not mention that "extra" word

Anyways yeah ply I'll just wait for 1.7. Im curious to see what i can come up with in dark shader and apply it Blue UM.

Btw S4 and Ply if you guys are curious as to how well Blue works on a netbook than i have your answer.....it works great. Well it could be the fact that my netbook is custom Even so it works a lot better than all the other mods combined giving me great performance!

Kacpi26
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Posted: 26th Aug 2009 21:13
i'm a complete noob in scripting so can you just send this "moving back to previous map" script?
and will all picked up objects from previous map be gone, when i go back to it?
and my last question is (probably most stupid ever): is it possible to get rid of "fading-effect" when you complete the map? so, when getting in "win-zone" you instantly jump to "loading-map" level??

with regards
- Kacpi26
Buraktrtr
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Posted: 27th Aug 2009 01:31 Edited at: 27th Aug 2009 01:32
Hi guys i am new in this forum and ı have got some questions about Project blue

ı did a REscript about legs(1) and ı created a tps camera but i can not fire with my gun.(Because no gun animing and action).How i can add a fire anim and action in legs(1).

Thanks for your helps.

FPSC User
Plystire
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Posted: 27th Aug 2009 07:47
Thanks for the feedback, Cyclone, hopefully v1.7 will be ready for the masses some day soon.


@Anyone with a scripting question:

I urge you to learn the basics of scripting.

It will not be possible for people to write every script for you, and it will save you LOADS of time to do it yourself now and in the future. Once you have the basic understanding of how the scripts are written, the commands become rather self explanatory, and if they're not, then a help document always has a way of filling in the gaps.

You can find excellent tutorials on scripting by myself and other wonderful members of the community in the Official Community guide, which by now should be a part of your "FPS Creator/Docs" folder.


The one and only,


Kacpi26
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Posted: 27th Aug 2009 15:22
i understand that i need to learn some basics about scripting in FPI language but your reply is still not answer for my other 2 questions
DarkFrost
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Posted: 27th Aug 2009 18:21
Actually I already recieved 1.7 since im a beta tester....anyways i already found a bug too lol. But overall the FS3 Shader system is amazing i've already done some pretty crazy things with it

Plystire
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Posted: 28th Aug 2009 06:31
Quote: "and will all picked up objects from previous map be gone, when i go back to it?
and my last question is (probably most stupid ever): is it possible to get rid of "fading-effect" when you complete the map? so, when getting in "win-zone" you instantly jump to "loading-map" level??"


The entire level will be reset to the way it was before, as though you had never entered it. The only things the remain constant between levels are variables. You may, however, set a variable upon picking up an item and have that item's appear script check the variable for whether or not it should be present the next time through.
Also, it is not possible to over-ride the fading effect when completing a level. You may, however, show a HUD that takes up the entire screen... perhaps even a HUD that looks exactly like your loading screen, to give the appearance of it immediately loading.


The one and only,


CoffeeGrunt
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Posted: 30th Aug 2009 00:27
Ply, do you still have the tutorial for setting a variable to a numeric? You left the tut on IndeGameDev, and that got wiped out...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
DarkFrost
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Posted: 30th Aug 2009 00:44
Hey Ply this may be completely off topic but i wanted to thank you for this particular thread, it influenced me to try editing the source code once more. Plus i thought many others may have had this question and that this thread may help all those new mods popping up.

http://forum.thegamecreators.com/?m=forum_view&t=135335&b=23

Btw I made a cartoon shader for use with the FS3 and it works okay, but i was wondering if you or s4 had one of your own since well....mine isnt that good

Plystire
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Posted: 30th Aug 2009 08:57
Uhm, man, I forgot about that tutorial... you're welcome, though!

As for the shader, there are two cartoon shaders that came with DarkSHADER, one was a full screen shader and the other was a shader to be used directly on an object. From my experience, the fullscreen version was what appeared to be a mix of an edge detect shader and a hue modifier (among other things) to give a cartoon feel, but it couldn't REALLY detect the edge of models. The shader used directly on models was much more efficient on providing an outline.

I'd give you the shaders here, but not sure if that'd be allowed without it coming with something.


The one and only,


CoffeeGrunt
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Posted: 30th Aug 2009 14:58
D'oh! I need it to show up my points system...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
DarkFrost
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Posted: 30th Aug 2009 20:44
Ohhh thats right i just popped open my darkshader and saw a cartoon shader. I didnt think the full screens that came with darkshader were compatible straight out of the app and into fpsc. I gotta try that....plus the others that come with it too.

Well I apologize about asking so many questions but i have one more to ask. Is there a way to connect two shaders together in dark shader? Not sure if you have the app yourself but i dont think its possible. If it isnt is it hard to intergrate one shader into another like the mb+b.fx one you sent me?

Plystire
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Posted: 31st Aug 2009 01:02
@CoffeeGrunt:

Make a numeric HUD, set the hudtype to 6 and the "huduservar" to the variable you want to display.


@Cyclone:

No, you can't directly mix shaders. I made that one by manually coding the two together. What most people do is layer the shaders they want, which isn't such a great idea since it increases the render count per frame.


The one and only,


CoffeeGrunt
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Posted: 31st Aug 2009 01:44
Thanks, I'll use the ammo HUD as a template...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Earthpig_jr
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Posted: 1st Sep 2009 23:38
Hello i am looking into entering the indie game challenge and i would like to know if i could use your mod to make a game to submit to them
Plystire
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Posted: 3rd Sep 2009 02:06
You may use Project Blue for any competition so long as you use it "as is". Meaning, if you do not own the full version you may not ask someone for it and must use the demo version which is limited to Test games only.

You must also be sure that whichever competition you are using it for has allowed the use of Mods.


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Earthpig_jr
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Posted: 4th Sep 2009 06:29
ok thank you
Talairina
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Posted: 4th Sep 2009 20:23
Ply will we be getting an updated Manual with Project Blue with the purchase? By updated I mean more information on the added script commands that yourself and the other developers have taken their time to add.

Also what would be a good idea for yourselves would be to add a feature list on the website that actually list's the feature's of all the mods combined rather then simply list the mods themselves.
This is mainly for newcomers to the mod side of FPSC who honestly don't have a clue what Lemur, AirMod, PlyMod and S4Mod are.

I'm impressed with the mod overall (Using the demo version which I believe is 1.6f). Yet it seems I cant find detailed information on some of the command's and that seems to be my only complaint at the moment.

Only way, I'll be waiting a few more week's before I purchase this (Want to experiment more with the Demo before I commit). If you don't mind Ply may I email some more question's to you about Project Blue or would you rather I post through the forums?

Tal
CoffeeGrunt
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Posted: 4th Sep 2009 21:58
Yeh, it contains a full manual on all the features...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Bibo4PC
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Posted: 4th Sep 2009 22:22
Quote: "Yet it seems I cant find detailed information on some of the command's and that seems to be my only complaint at the moment."

true for example the (huduservar) command..

Plystire
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Posted: 5th Sep 2009 06:19
How in depth of a description are you looking for? There's only so much one can say about a command before getting into example uses and long winded explanations.

I agree with you about the feature list, you make a good point. It would be nice to have a feature compendium. I always found it hard to list "features" for Ply's Mod, though. Aside from dual-wielding and a few expansions to AirMod, the featurelist as a whole consists of the vast FPI commands I've added, and that would indeed be a long list of "features". It's usually summed up with "Additional scripting commands" and nothing more, but I doubt people really understand what that means. FPI and scripting are what can make your game different from every other FPSC game. People don't look at FPI commands as "real" features. They're all the same in that they want to know exactly what they can do with a Mod, which makes it very hard for me when the Mod doesn't really have a limit to what you can do with it. This is the same reason why when I made a video showing off the camera features, people took it as "ZOMG! Ply's Mod has vehicles and third person!!!" When all I wanted to show off was the camera commands as the feature, everyone thought I was saying that vehicles and third person were a DIRECT feature of Ply's Mod, when they're not... they are simply achieved through the features of Ply's Mod. They were nothing more than the outcome of a script that utilized features of Ply's Mod.

In this same way, I could make a remote control roving bot that had the ability to detonate with a key press, but would I label that as a feature? No, for the same reason break-away walls are not directly labeled as a feature of FPSC.

Things you would see as "features" in the list would include:
- Dual-wielding
- Iron sights
- Alternate firing modes
- Team Deathmatch

I really can't think of anything else that could be considered a real, solid feature of the Mods within Project Blue, without getting into the scripting commands.

If we were to list everything that was possible with the additional scripting commands, I fear the list wouldn't end.



And, yes, you may email me. I don't mind if you post here or send me an email directly. Either way, it ends up in my inbox.


The one and only,


Talairina
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Posted: 5th Sep 2009 14:15 Edited at: 5th Sep 2009 14:20
What you say is indeed true. Most user's would look at those videos and think as you said. I imagine an overview of the added command's would be nice or even an explanation of Timer Logic (No in-depth details would be required. By overview I mean, how many commands were added related to camera interaction, or variable usage.) I believe there's the equivalent of an if() check in the commands now? Which can open up hundreds of new ways to script. For example that is.

Also what does the Lemur integration actually add. It mentions Multi player, but what features does it bring to Multi-player? A Lobby system? Copy and Paste for IPs? Multi-map MP games etc... These would be details worth mentioning.

Same could apply with S4 Mod although I believe that's mainly engine optimisation to allow the game play a more smoother fps. Correct me if I'm wrong though!

I guess what I'm saying is really, a little bit more documentation may go a long way in to generating more sales because as it stands there's little information out there concerning what is otherwise an amazing modification.

Oh and quick question I'll tack on to the end instead of emailing you about. Obviously via modifying the source code of FPSC, do you think their will ever be away to output a text file with, for example, a few strings of text detailing time of completion (Can be tracked via a timer/variable perhaps), scores, lives and so on. Would be interesting to see as it could open up a whole lot of new possibility. Not quite a request for a feature more of a, can it be done in the source. I ask you since your one of the most active members who dabble in the source code.
rakker126
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Posted: 5th Sep 2009 14:29
is 1.7 much faster then 1.6, because it lags in my level while it doenst with other mods

Now in the W.I.P. forum: operation sunlight
http://forum.thegamecreators.com/?m=forum_view&t=149451&b=25
s4real
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Posted: 5th Sep 2009 20:42
@ Rakker126 i will get you on msn and see if we can sort your issue out.

Best s4real

DarkFrost
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Posted: 6th Sep 2009 02:16
Well I have not been on msn or any IM atm. I have been soooo busy, yet I hope things with Blue are going good. If a newer beta was sent to me already to test i apoligize for not responding.


Plystire
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Posted: 6th Sep 2009 09:12
@Talairina:

To my knowledge, the only Lemur feature we've added was team deathmatch.

Now, I don't want to sound rude, but it's very difficult to give the commands any more of an explanation. They are, as is, as self explanatory as I can see them being. Sure, many of them are abbreviated a bit, but that's to keep the names from ending up as something along the lines of "SetACamerasOffsetOnTheXAxis" instead of a simple "CamOffsetX". Actions normally set something and conditions normally check something. Taking "CamOffsetX" as an example, it's an action so it must be setting something. From the name we can gather it's setting something related to a camera, an offset, and an X (and since there are accompanying commands with "Y" and "Z" we can safely assume the X refers to an axis). Put the pieces together and it should seem obvious as to what it does.

Anywhere in the manual that I felt a command held any form of ambiguity, I added a little more description, even small examples of what the command would look like with real parameters passed into it. And in the sections concerning core features, such as the variable recognition, I went into a little further detail and gave some more examples of how it's used.

Quote: "No in-depth details would be required. By overview I mean, how many commands were added related to camera interaction, or variable usage"


I'm not sure how beneficial a count of commands would be for each section. Do you mean something like "Camera Commands: 17"? Or were you looking for something a little different?

Quote: "I believe there's the equivalent of an if() check in the commands now?"


Conditions are, in essence, an "if" clause.
The following:

could be read in english as:


Quote: "there's little information out there concerning what is otherwise an amazing modification"


Well, I just re-read the Ply's Mod manual as well as the Project Blue manual, followed by the AirMod manual... and although the information was spread out, there's very little else to explain about the Mod. The Ply's Mod manual contained almost every command in the Mod, as well as sections for the core features. The AirMod manual explained how to use it's features as well. The Project Blue manual kinda summed everything up.

Is there something specific you're looking for that is absent from the manual(s)? If there is, please post here letting me know, or shoot me an email. An example of what you're looking for would be of great help too. I'd like to make the manual easier to read and obtain information from, so I'm open to suggestions.

FYI, the reason my manual is probably so strewn out and illegible is probably because when I first learned programming, I learned it from an old C64 manual, which had the worst possible organization imaginable, but it did contain all of the information necessary. I tried to organize things in the manual a bit, but that's what I grew up with.


Quote: "do you think their will ever be away to output a text file with, for example, a few strings of text detailing time of completion (Can be tracked via a timer/variable perhaps), scores, lives and so on."


There certainly is a way to do that with modification to the source. However, the hard thing about making FPI commands is... you're limited to having 0-3 parameters for your commands, and IF you want a parameter to be a string then it must be the ONLY parameter of the command. This is because we must allow spaces to be used within the string (especially for paths to files) and the parameter seperater is, sadly, a space.
So, while the idea and the code behind such a thing is relatively simple, setting up commands for this would require a little more thought and will most likely turn out to be a tad complicated, much like setting up a HUD.


Hope that answers all of your questions. Like I said earlier, I am not intending to be mean or anything, just saying it like it is. If you wish to help us out with the manual issue, I will surely welcome any charity help you have to offer.


The one and only,


bass guy1669
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Posted: 16th Sep 2009 22:28
I don't know if this has been asked before, but is there a way to turn off the blood spurt when a character dies?

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
Mugen
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Posted: 17th Sep 2009 23:29
Just curious, is there going to be any future update to make this mod compatible with FPSC IP?

Mugen is the name pal, Ya got that?
Plystire
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Posted: 18th Sep 2009 01:34
Not right now. First priority is to get v1.7 beta tested and bugs fixed, but that's taking much more time than expected due to massive life overload on me and s4real.

When the time comes, you can be sure we'll inform everyone.

Also, I do still receive emails on posts in this thread, so if any questions arise or you're encountering problems, feel free to post and I'll see it.


@bass guy:

I believe the blood decal used for the character is determined in thir FPE file. So you can change the decal in there and it should remove it.


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Black Profductions
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Posted: 18th Sep 2009 01:47
Quote: "I believe the blood decal used for the character is determined in thir FPE file. So you can change the decal in there and it should remove it."

What i made to remobe it was going into gamecore/decals/blood and edited the decal file to make it totally transparent, that fixed the blood

bass guy1669
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Posted: 18th Sep 2009 02:37
That is not quite what I meant, what I meant was, is there any way to turn off the Airmod blood splash as it hurts the performance.

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
Plystire
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Posted: 18th Sep 2009 23:48
@bass guy:

To my understanding, the AirMod blood splash should not be in effect UNLESS it is specified in that character's script. Please check to make sure it is not.


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CoffeeGrunt
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Posted: 19th Sep 2009 00:02
I can't get the bloodsplash to work, it simply does nothing...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Hockeykid
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Posted: 19th Sep 2009 05:21
Quote: "To my understanding, the AirMod blood splash should not be in effect UNLESS it is specified in that character's script. Please check to make sure it is not."


Airmod comes with new throw scripts that have the blood spurt in them, maybe he has had airmod in previous time and added in the throw scripts.

bass guy1669
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Posted: 19th Sep 2009 06:29 Edited at: 19th Sep 2009 06:51
Yeah I do, I just looked.

EDIT: fixed it

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
Marc Steene
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Posted: 20th Sep 2009 21:19
Hey guys I need some help. I've used the viewcam=X action in Ply's Mod, but how do I reset the player's camera?

Thanks

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Hockeykid
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Posted: 20th Sep 2009 21:49
Quote: "Hey guys I need some help. I've used the viewcam=X action in Ply's Mod, but how do I reset the player's camera?
"


Camera 0 is what is referred to as the players camera.

Plystire
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Posted: 20th Sep 2009 22:34
viewcam=0

That will restore the view to the player.


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Marc Steene
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Posted: 21st Sep 2009 09:01
Also, how can I make a camera be controlled by the player (e.g. looks where the player's mouse is)?

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Plystire
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Posted: 21st Sep 2009 11:54
Make a couple variables to hold the camera's angle, add to them with the $MMX and $MMY internal vars (which gets the mouse movements), then set the camera's angles using your variables.


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Red Eye
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Posted: 22nd Sep 2009 19:04 Edited at: 22nd Sep 2009 19:07
@s4real and plystire:

Here comes 2 Q.:

- Project Blue 1.7 is working with FPSCReator 1.6 Beta 4 but is it also working with Beta 11?

- Is there a new beta i could test for you guys?

Your friend,

Red Eye


Plystire
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Posted: 23rd Sep 2009 00:38
I am not sure of the compatability with the newer editors.

Also, I don't believe s4 has a newer beta compiled. Work on the Mod has been very slow due to reality intervening.


The one and only,


Talairina
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Posted: 23rd Sep 2009 00:48
Understandable Ply, unforunatly real-life does seem to get involved in our virtual lifes more often then not. =) For example Im currently sitting 130 miles away from my home, my pc and my gf (To which shes unhappy about) because work brings me so far away. This means the Mod manual takes alittle more time to create (Using a netbook on my travels, screen is just to small to able me to work on it quickly!).

Anyway, here's hoping you both get back to the mod when you find the time.
GraPix
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Posted: 23rd Sep 2009 05:01 Edited at: 23rd Sep 2009 05:03
Yay!!!! i just purchased PBUM. Gr8 mod.

Your signature has been erased by a mod - please make it no larger than 999999999x999999999, thanks
Lewis
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Posted: 23rd Sep 2009 11:38 Edited at: 23rd Sep 2009 11:44
Ply, I was talking to Errant and we were discussing the idea of scriptable flak for things like flash bangs and stun grenades. Is there any way that you could possibly inplement this? I mean you have scriptable weapons, so it wouldnt be that hard to apply fpi scripts to flak and have it treat itself like an entity. You could put it in the flakspec.txt like this:



EDIT- oh, and thanks for helping me with the script. Here is a video attached of the full thing (yes i know it's a ripoff from cod4, xD)

This is so simple with project blue guys, so it's worth buying, trust me
Plystire
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Posted: 23rd Sep 2009 11:55
Treating a flak as an entity is a bit harder than you may think. I'll look into it later... I did have an idea for a "flybywire" rocket launcher that could be done with the current system, though. Kinda like a guided rocket, so when you launch a rocket, it goes into a seperate view, where you're looking through the camera of the rocket, and you guide it to where you want it to go. Then you press a button to make it explode, or it would explode on contact, both of which would return you to the player's view. (AKA Perfect Dark's Slayer weapon )


The video looks awesome!! Very nicely done, Lewis! You may want to have a slight pause in front of the voices though, so you don't have to try and "hear past" the gunshot. You could just add some silence to the beginning of the audio files. Brilliant work, though! Top-notch idea and execution right there.


The one and only,


Lewis
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Posted: 23rd Sep 2009 12:08
Quote: "The video looks awesome!! Very nicely done, Lewis! You may want to have a slight pause in front of the voices though, so you don't have to try and "hear past" the gunshot. You could just add some silence to the beginning of the audio files. Brilliant work, though! Top-notch idea and execution right there. "


Noted. All I gotta do is increase the etimergreater command. I did it as a test, but I think I'm going to implement it and lengthen it into a full training exercise. You dont really see many training bits in fpsc games
Ashley Staggs
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Posted: 23rd Sep 2009 13:53
Hi,

i was just wondering if Project Blue can be used when building the game yet.

Thanks.

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