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FPSC Classic Product Chat / mounted machine gun Idea using Ply's Mod, could it be done?

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Bibo4PC
17
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Joined: 17th Oct 2008
Location: Middle Earth
Posted: 20th May 2009 06:28
Hi everyone..
I had this Idea in mind and before actually going through and try it I thought I'd discuss it with u first in case anyone has any further notes,

my Idea is to first make the mounted machine gun as a weapon then as a seprate entity, on using the entity the camera shifts to a position right behind it then it disappears and the player recives the mounted mg weapon, on leaving entity the weapon disappears again..

here're the problems I guess I'll be facing:
- can I prevent the player from moving ONLY? I know by ply or air can't remember I can freeze both it's motion AND VIEW
- can I limit the view for the player say 120 degrees

TY


~Level my Dragon~[/url]
Best Wishes..
Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th May 2009 06:35
Quote: "can I prevent the player from moving ONLY?"


Yes, you can "associate" the player with an entity, forcing the player to be relocated to the entity's center, preventing movement, but allowing them to look around freely.

Using Ply's Mod, you can take this a step further and relocate the player using the new commands. You could force the player be "near" the center of an entity, or off to the side, etc.


Quote: "can I limit the view for the player say 120 degrees"


Yes, you can. There are commands in Ply's Mod to force the player to look in a certain direction. You can use that in conjunction with internal variables. So... you can check what angle the player is looking in, and if it's further than your liking, you can forcefully reset it through the player commands.


The one and only,


Toasty Fresh
19
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 20th May 2009 10:21
If you wanna get this working, hit me up on MSN and I'll make a gun model for you. I'd like to see this working.

BTW, MSN is [email protected]

"You are not smart! You are very un-smart!"
Bibo4PC
17
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Joined: 17th Oct 2008
Location: Middle Earth
Posted: 7th Sep 2009 03:55 Edited at: 7th Sep 2009 04:07
srry for the bump but I actually went through with it

everything is going fine except for this part
Quote: "player recives the mounted mg weapon, on leaving entity the weapon disappears again"

I managed to give him the mounted weapong using giveweap but still have one bugs

- If I have another weapon then I have to switch to the mounted gun

any suggestions?

Talairina
20
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Location: United Kingdom
Posted: 7th Sep 2009 04:13
Switching to the MG
You could remove all weapons the player has when (s)he mounts the MG. Then return the weapons upon exit. You could store what weapons the player has collected via variables (Assign each weapon a variable on its pick-up and then you can you can check if the weapon was picked up ('Really a has got g36? Yes or no?' Then give back the gun if the answer is yes.)

Removing the MG
If you end up doing the above you can simply remove the MG weapon (Even if it results in removing everything since you've already removed the players weapons and left them with the MG, so nothing else is lost). I'm sure Ply added a command that can help with that but it slip's my finger tips as I type this (I may also be wrong and it wasn't Ply who wrote it). I do know that FPSC 1.16 Beta has added a command that can do this but I believe it doesn't work well/at all and the Beta is causing crashing but that's for another thread.

Hope this helps.
Bibo4PC
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Location: Middle Earth
Posted: 7th Sep 2009 04:59
Quote: "Switching to the MG"

but this won't keep track of the ammo for each hope there's another way..

Quote: "Removing the MG"

I've actually done this edited the post just 10 second after writing it

Talairina
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Location: United Kingdom
Posted: 7th Sep 2009 05:19
True it wouldn't but Ply's mod does have some commands that allow you to check an ammos quantity that you can then store in a variable. Then use the variable to spawn the correct amount of ammo on the player. Unfortunately the commands only check the currently used weapon (I believe, Ply correct me if I'm wrong).

The commands you want are;



Maybe this could help with the ammo problem?
Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 7th Sep 2009 11:37
If you bound the weapon's ammo to a variable via the "bindammotovar" gunspec option, then the weapon's ammo should be preserved (the stock ammo, I'm afraid the ammo that was contained within the weapon may be lost) upon picking it back up (or some form of it re-entering the player's posession)

I believe there is also an option for forcing the player to equip any new weapons once they are picked up. This will help you in forcing the weapon into the player's hands, but it will not prevent the player from swapping out to a different weapon, so you would still want to remove the player's weapons while on the turret.


The one and only,


Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 7th Sep 2009 11:45
Quote: "but it will not prevent the player from swapping out to a different weapon, so you would still want to remove the player's weapons while on the turret.
"


I know zip about scripting as you all know but couldn't you use scancodekeypressed = x to instantly get them off the turret?
Bibo4PC
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Posted: 7th Sep 2009 12:18
Quote: "I believe there is also an option for forcing the player to equip any new weapons once they are picked up"

that will be a start, what is that? I checked PB manual a couple of times didn't find anything like that...

also is there anyway I can force the player to use weapon? I only found options to force him to move, rotate..

Plystire
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Posted: 8th Sep 2009 04:28
You're correct, Toasty. You CAN script it to remove the player from the turret if they swap to a different weapon. I don't think using the keypress as the signal would be the best approach, though, since you're not guaranteed that the weapons will be in the same spot of the inventory.

Bibo, the autoswap feature is not a Project Blue feature. It's native to vanilla FPSC.

Add:
autoswaptrue = 1
to your setup.ini to activate the autoswap, which will force any new weapons picked up to be equipped.

My brain isn't moving as fast as it normally is lately... off the top of my head, the only way to force the player to use a certain weapon would be to remove all of their weapons except the one you want them to use.


The one and only,


Toasty Fresh
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Posted: 8th Sep 2009 11:05
Quote: "You're correct, Toasty. You CAN script it to remove the player from the turret if they swap to a different weapon. I don't think using the keypress as the signal would be the best approach, though, since you're not guaranteed that the weapons will be in the same spot of the inventory."


Sorry, what I meant was have it so that if you pressed any of the number keys then the player instantly is removed from the turret.

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