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FPSC Classic Product Chat / Fenix Mod Offical Thread

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Hockeykid
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Posted: 19th Oct 2009 04:13
Quote: "Sorry about the frames, I have had 40, I read it at the wrong time.

Anyways, no, it doesn't. I've used AirMod, Ply's Mod, and Project Blue UM Edition (the free version).

I also just noticed that I lost my idle animations for all my EAI pistols. This is very unusual.

I do love the mod though, smooth, sturdy, and good lighting.

-PWP-"


Well I have fixed some bugs in a version that hasn't been released yet, (one of which is the idle animation bug) if its not fix with the next release then ill look into it.

PW Productions
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Posted: 19th Oct 2009 04:20
Alright, I really appreciate it.

I hope this gets better and better,

>>PWP<<

I've seen it all. Except for myself ever not failing at something.
dark peanut
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Posted: 19th Oct 2009 04:43
Thanks for the tip, otherwise I might have started scripting for things that didn't exist.
Also, on the same topic, out of curiosity do you ave RPG Mod fully integrated yet? Also when do you think the next version will be released? Thanks!

dark peanut

Check out my Ultimate Competition Entry here: http://forum.thegamecreators.com/?m=forum_view&t=153854&b=25 Ultimatum: The Final Deadline

Hockeykid
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Posted: 19th Oct 2009 04:48
Quote: "Also, on the same topic, out of curiosity do you ave RPG Mod fully integrated yet? "


Yes, but ill leave it up to Fenix Mod users to test it for bugs.

Quote: " Also when do you think the next version will be released? "


maybe a week give or take.

dark peanut
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Posted: 19th Oct 2009 04:52 Edited at: 19th Oct 2009 04:52
Awesome. Thanks alot, you always give quick and accurate responses!

dark peanut

Check out my Ultimate Competition Entry here: http://forum.thegamecreators.com/?m=forum_view&t=153854&b=25 Ultimatum: The Final Deadline

Spycrabz
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Posted: 19th Oct 2009 08:06
Quote: "Yes, I haven't modified them"


you need to modify the gunspec, its set to normal scope by default

Your signature has been erased by a mod please resize it to 600 x 120
PW Productions
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Posted: 19th Oct 2009 18:25
I've already done that. I clearly remember first buying the desert sniper rifle and immediately changing the gunspec. But that problem is forgotten now and still awaits a fix. Thanks for helping anyways.

-PWP-

I've seen it all. Except for myself ever not failing at something.
Hockeykid
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Posted: 20th Oct 2009 14:36
Little note ill have another Dark AI video later today. The first ones link is on the first post of this thread.

Red Eye
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Posted: 20th Oct 2009 15:18
Looking greater every day!


Bugsy
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Posted: 20th Oct 2009 20:32
I WILL update to 1.15 if this has dark AI implemented.
Hockeykid
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Posted: 21st Oct 2009 02:49
Short video showing off an ally following me. (the videos very short because fraps cap)

http://www.youtube.com/watch?v=RFYnU4uVrds

Bugsy
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Posted: 21st Oct 2009 02:52
thats awesome.
Spycrabz
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Posted: 21st Oct 2009 11:34 Edited at: 22nd Oct 2009 09:12
im still having the bug with the rapid firing shotugns/rpg's in the latest beta.

also, i posted this a while back, but with no answer, so here it is again

Quote: "i think i saw a post a whil eback on this in this thread, cant find it so im gonna ask anyway...

is it possible to use the meelee animations on eai's gcs weapons, and make them do damage to people close by? i read the details on eai's weapons and it said a meelee anim is included"


Your signature has been erased by a mod please resize it to 600 x 120
SuPeR_DuDe911
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Posted: 22nd Oct 2009 10:04
keep up the good work hockey kid!
Hockeykid
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Posted: 22nd Oct 2009 22:56
Feel free to post some questions/ideas about dark ai.

General Jackson
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Posted: 22nd Oct 2009 23:42
Are you going to have it where we can do the 'set alignment' like in x10?

Hockeykid
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Posted: 22nd Oct 2009 23:43
Quote: "Are you going to have it where we can do the 'set alignment' like in x10?"


Please explain (i don't have x10)

General Jackson
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Posted: 22nd Oct 2009 23:45
Ok, when you right click the guys in the editor, it has an alignment option (a little drop down menu) and it has three options
1. Friend (aka ally)
2. Enemy
3. Neutral

Fuzz
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Posted: 23rd Oct 2009 03:44
That would be awesome. Good work hockeykid.

Hockeykid
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Posted: 23rd Oct 2009 04:40
Quote: "Ok, when you right click the guys in the editor, it has an alignment option (a little drop down menu) and it has three options"


Its done through scripting so far I have allies and enemies and the command to add an ally is

addally

and an enemy is

addenemy

General Jackson
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Posted: 23rd Oct 2009 04:47
Cool!
Will the next beta have the fixed third person as well?

Spycrabz
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Posted: 23rd Oct 2009 08:59
can anyone ansewer my question at all?

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Pride
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Posted: 24th Oct 2009 03:09
This mod is the mod that pushed me off of Ply's Mod 1.09 to 1.15. Truly amazing, a step forward for FPSC.

This has re-peaked my interest in FPSC, as I took a small break because 1.09 was lacking, even with Ply's Mod.

Keep up the sick work,
Pride


"Tempo non é só unha teoría, senón unha forza"
Try and figure it out
General Jackson
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Posted: 24th Oct 2009 03:54
WOW! Hey pride!
I was just thinking about you today!

Hows it going?
Your a great member, glad your back!

Pride
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Posted: 24th Oct 2009 05:41
It's going pretty great, how 'bout you GJ? Glad to be back

When I left, these forums were in pretty rocky times. They seem to be tip-top to my standards, thanks to the great mod-squad we got here.


"Tempo non é só unha teoría, senón unha forza"
Try and figure it out
PW Productions
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Posted: 24th Oct 2009 06:14
Hey, hockeykid? Got a big problem here... So I've already built a single-player demo of my new game Blackcloud, and it worked fine... I could test it, play the EXE, etc... Yet I just was making a multiplayer game that I put a lot of work into, and when I tried to test it, it said, FPSC Game has stopped working. I tried a few of my other old MP games, and tested them, and they didn't work either. Is this some sort of problem with multiplayer? Because I've never had this problem before.

Thanks for all the hard work you've done so far,
-PWP

I've seen it all. Except for myself ever not failing at something.
General Jackson
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Posted: 24th Oct 2009 06:19
I'm pretty good-shoot me an email if you wanna

Hockeykid
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Posted: 24th Oct 2009 06:34
Quote: "Hey, hockeykid? Got a big problem here... So I've already built a single-player demo of my new game Blackcloud, and it worked fine... I could test it, play the EXE, etc... Yet I just was making a multiplayer game that I put a lot of work into, and when I tried to test it, it said, FPSC Game has stopped working. I tried a few of my other old MP games, and tested them, and they didn't work either. Is this some sort of problem with multiplayer? Because I've never had this problem before.
"


This has was a bug that was reported a while ago and do to me taking forever to release an update the fix has not been released in any of the current betas (though it is fixed).

Pride
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Posted: 24th Oct 2009 06:58
Hockeykid, again I have to tell you how psyched I am about this mod. Never used a version of FPSC past 1.09 until this mod. And with the promise of Dark:AI? Almost seems too cool for X9.

Really bro, keep up the sick work,
Pride


"Tempo non é só unha teoría, senón unha forza"
Try and figure it out
Hockeykid
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Posted: 24th Oct 2009 07:08
By the way guys for those who haven't heard WASP Mod is being integrated into Fenix Mod.

General Jackson
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Posted: 24th Oct 2009 07:18
Yes I heard that.
Im gonna DIE if you dont get the next beta out soon!

Hockeykid
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Posted: 25th Oct 2009 00:21
Ok guys I got a question in when the Dark AI decide not to go to cover they will stand there and shoot my question is what would you like them to do EX: Strafe ,or move towards its target or always go for cover etc . Just looking for some input

Also I would like to know in x10 what do they do when they see an enemy do they go to cover?..etc

General Jackson
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Posted: 25th Oct 2009 01:13
As one of your main supporters who is almost dead with anticipation, I suggest always go for cover.
The strafing anims are really bad for one thing, and its more fun to fight when they hide behind stuff.

GJ

dark peanut
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Posted: 25th Oct 2009 02:23
Quote: "As one of your main supporters who is almost dead with anticipation, I suggest always go for cover.
The strafing anims are really bad for one thing, and its more fun to fight when they hide behind stuff."


+1

dark peanut

current projects: a game about a guy
Plystire
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Posted: 25th Oct 2009 04:52 Edited at: 25th Oct 2009 04:54
I vote for having an option via scripting. So, say you tell the AI "usecover=1", "usestrafe=2", "rushtarget=3" it will set up a "priority" for each of those actions. In this case, finding cover would have a #1 priority, while strafing will be a #2 priority, and rushing the target will be a #3 priority. You could set it up so that Most of the time, the AI will do the #1 action, some of the time it will do the #2 action, and a little of the time it will do the #3 action.


The one and only,


Hockeykid
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Posted: 25th Oct 2009 04:54
Quote: "I vote for having an option via scripting. So, say you tell the AI "usecover=1", "strafe=2", "rushtarget=3" it will set up a "priority" for each of those actions. In this case, finding cover would have a #1 priority, while strafing will be a #2 priority, and rushing the target will be a #3 priority. You could set it up so that Most of the time, the AI will do the #1 action, some of the time it will do the #2 action, and a little of the time it will do the #3 action."


I too vote for that but thats means more work for me :\ well better get working!

Plystire
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Posted: 25th Oct 2009 04:56
IMHO, more work means more bettah!!
(That's not always the case, but you get what I mean. )


The one and only,


dark peanut
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Posted: 26th Oct 2009 00:45 Edited at: 26th Oct 2009 00:49
A couple of quick questions here hockeykid:
First off, is the condition to check if the mouse is being clicked in the current release?
Secondly how exactly would we specify the gun being used in this condition
Quote: "usingweapon=x -checks if the player is using the weapon specified by x"
like what would we put for x? A filepath? Like gamecore\guns\ModelPack9\etc? Thanks!

dark peanut

current projects: a game about a guy
Hockeykid
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Posted: 26th Oct 2009 02:01
Quote: "First off, is the condition to check if the mouse is being clicked in the current release?"


Every time you click the left mouse button it counts as a click.

Quote: "like what would we put for x? A filepath? Like gamecore\guns\ModelPack9\etc? Thanks!"


for usingweapon=x it checks if you are using the weapon from slot x

dark peanut
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Posted: 26th Oct 2009 02:17
Thanks and I meant this condition:
Quote: "mouseclick=x checks if the mouse is clicked (1 is left 2 if right)"

Just wondering if it was in the curren release.

dark peanut

current projects: a game about a guy
Hockeykid
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Posted: 26th Oct 2009 02:35
Quote: "Just wondering if it was in the curren release."


It will return 1 until the button is released.

dark peanut
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Posted: 26th Oct 2009 02:46 Edited at: 26th Oct 2009 03:46
Alright I couldn't get it to work
Time to ask for help! Alright so the script:
*script removed*
Now you should be able to see what I'm trying to do here. Now what happens in game is that the screen is constantly shaking and I see no reason for that to happen in the script. Any help would be appreciated, Thanks!

EDIT: wait does the condition simply mean you have the gun out or that you're firing it? That might be the problem...

dark peanut

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Pride
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Posted: 26th Oct 2009 02:49
I believe usingweapon=1 means thats the weapon you are currently wielding.

dark peanut
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Posted: 26th Oct 2009 02:52
Hence my edit
If thats the case then bummer. Is there any other way of detecting whether or not a gun is being fired?

dark peanut

current projects: a game about a guy
Hockeykid
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Posted: 26th Oct 2009 03:31
Quote: "Hence my edit
If thats the case then bummer. Is there any other way of detecting whether or not a gun is being fired? "


Well actually there was a condition for this before the initially beta release for Fenix Mod but I took it out because I couldn't get it to work but now that I can think out what I did wrong ill go add a gunfiring=x condition.

dark peanut
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Posted: 26th Oct 2009 03:45
Thanks alot man! Guess my script will just have to wait then

dark peanut

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General Jackson
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Posted: 26th Oct 2009 04:09
Hockeykid, I'm gonna commit suicide if you dont get the next version out soon lol!
Not really, of course.

GreenDixy
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Posted: 26th Oct 2009 23:30
Quote: "Quote: "I vote for having an option via scripting. So, say you tell the AI "usecover=1", "strafe=2", "rushtarget=3" it will set up a "priority" for each of those actions. In this case, finding cover would have a #1 priority, while strafing will be a #2 priority, and rushing the target will be a #3 priority. You could set it up so that Most of the time, the AI will do the #1 action, some of the time it will do the #2 action, and a little of the time it will do the #3 action."

I too vote for that but thats means more work for me :\ well better get working!"


Instead of having 3 different commands, Why not make one master command.

Blah= 1(cover) 2(strafe) or 3(rush)

Then you dont need the 3 different setups

===================
No life, Lots of love, 2 Kids, God save me LOL
GreenDixy
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Posted: 26th Oct 2009 23:45
Hey HockeyKid, How did you get your third person to walk so smooth. My guy just looks funny he slides am i putting the script in the wrong place?

===================
No life, Lots of love, 2 Kids, God save me LOL
Plystire
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Posted: 27th Oct 2009 00:48
Quote: "Instead of having 3 different commands, Why not make one master command.

Blah= 1(cover) 2(strafe) or 3(rush)

Then you dont need the 3 different setups"


Because having three different commands means that the AI would do ALL of them with a priority set on each, and not just one.


The one and only,


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