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FPSC Classic Product Chat / [LOCKED] Project Blue Official Thread

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Marc Steene
FPSC Master
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Posted: 25th Jan 2010 15:30
Also, just thought I'd mention this. This is probably a problem with FPSC itself but it would be nice to have it fixed anyway. Large dynamic objects (such as buildings) are sometimes clipped even when they are still on the screen (so they dissappear and reappear)


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
michael x
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Posted: 25th Jan 2010 15:41
how do i get the blood splash to work?

more than what meets the eye
BlackFox
FPSC Master
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Posted: 25th Jan 2010 16:49
I don't have an expected release date set yet for v1.8 of PB. We wanted to ensure that the integration went well and that all the bugs were fixed prior to integration. Otherwise it would be a disaster.

Quote: "Will the new Fenix Mod v1.1 be included in Project Blue v1.8? or is it going into a later release?"


It is our intentions to merge Fenix v1.1 into PB v1.8.

Quote: "Also can anyone confirm release details for Project Blue v1.8? "


What kind of release details are you looking for? If it is a date, I've outlined above.

Quote: "Also, just thought I'd mention this. This is probably a problem with FPSC itself but it would be nice to have it fixed anyway. Large dynamic objects (such as buildings) are sometimes clipped even when they are still on the screen (so they dissappear and reappear)"


Thanks Marc. You confirmed something I thought I was seeing too. Glad to see it's not old age settling in I'll look at it more closely to find the issue.

Cheers

Mike

Marc Steene
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Posted: 25th Jan 2010 17:32
Thanks Blackfox. It's very annoying in outdoor areas when your buildings suddenly vanish

I know you've played my nuclear explosion scene. The ambience, dynamic entity cuttings, and cameraang#offset command bugs are stopping me from releasing the next version. Also, I'd like to get in contact with you about something Do you come on MSN?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Lewis
VBOTB Developer '10
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Posted: 25th Jan 2010 18:02
Do you have a list of registered users? Because I'm registered and still want to be emailed updates. Thanks.
BlackFox
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Posted: 25th Jan 2010 18:27
@ Lewis

I do have the list of registered users. I have not released an update, but once we're a go for launch, you will be e-mailed.

@ Marc

I do use MSN. Will be online.

Cheers

Mike

Daniel wright 2311
User Banned
Posted: 25th Jan 2010 18:39 Edited at: 25th Jan 2010 18:40
@BlackFox

If you need any help with this mod let me know, I would like to add some stuff to it myself but would have to look it over to see if i could put anything in. let me know

PW Productions
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Posted: 26th Jan 2010 01:12
Any news on 1.8?

-PwP

New Site is up! Go check it out!
BlackFox
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Posted: 26th Jan 2010 01:56
Still working away on it. Ironed out most bugs, and have a couple more to work on. Want to make certain everything is good to go before any release is done. I'm kind of picky that way

Cheers

Mike

Plystire
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Posted: 26th Jan 2010 01:57
About the large entities being clipped, this is a portal culling issue. It's set into a command that Lee made for FPSC, so modders have no direct control over it (as far as I'm aware).

The best a modder can do about the culling system aside from waiting for Lee to fix it, is to remove Lee's portal culling system entirely and make their own.


The one and only,


PW Productions
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Posted: 26th Jan 2010 04:23
Yes, I've had that problem with segments AND static entities... Not just PB...

New Site is up! Go check it out!
Marc Steene
FPSC Master
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Posted: 28th Jan 2010 17:22
BlackFox, would it be possible to add commands which rotate the player's camera a set amount? Currently, for example, offsetcamzang will rotate the camera on the z axis, but will vary in the direction it rotates depending on which way the player is facing. Could commands be added, for example, plrcamzrot, which will "roll" the camera horizonatlly, and plrcamyrot which will roll the camera vertically. Thanks


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
The Fps Creator rocks!
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Posted: 1st Feb 2010 20:55
Is third person good in this mod? Can you shoot without seeing any guns in mid air like the Fenix Mod?

BlackFox
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Posted: 1st Feb 2010 21:38 Edited at: 1st Feb 2010 21:41
@ The Fps Creator rocks!

Quote: "Is third person good in this mod? Can you shoot without seeing any guns in mid air like the Fenix Mod?"


I have not had the pleasure of seeing the 3rd person in Fenix. I can show you what the 3rd person looks like in Project Blue.





It's not too bad. You have to set it up just right, but it's a start. As you can see, I don't have any weapons "floating" around anywhere.

With Project Blue, you make certain the player marker does not have a weapon assigned. Otherwise the weapon will show behind the character. I'm not sure if Fenix mod is the same way, but you may need to check that.

Hope this helps.

Cheers

Mike

Shadowtroid
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Posted: 1st Feb 2010 21:53
Yay!

I'll be honest, 3rd person was good in Fenix Mod, but it was annoying how eapons barely worked. Without lots if work, it was more of a FPG, not a FPS.

Great job, both Blackfox and Hockeykid.

And Blackfox, I sent you an email. Did you get it?

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
BlackFox
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Posted: 1st Feb 2010 21:59
@ Shadowtroid

Quote: "And Blackfox, I sent you an email. Did you get it?"


Sent when? To my profile address, or MSN? If it was a few days ago, could you resend it? I just recently updated my filter list and it may have been filtered before I could flag it as safe.

Cheers

Mike

Shadowtroid
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Posted: 1st Feb 2010 22:00 Edited at: 1st Feb 2010 22:15
Ok. Will do.

EDIT: I sent it to your profile email... Still not getting it?

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
BlackFox
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Posted: 1st Feb 2010 22:17
@ Shadowtroid

Quote: "Ok. Will do.

EDIT: I sent it to your profile email... Still not getting it?"


Got it. Made the changes per your request. I must have missed the last one, but you are added to the friend list now

Cheers

Mike

Shadowtroid
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Posted: 1st Feb 2010 22:23 Edited at: 1st Feb 2010 22:25
Ok, good.

I'd preemtivley (spelling?) buy PB so I can get it as soon as the new version comes out. But, I'm buying some TGC store stuff and GJ's COD stuff with my brother's money already, and I doubt he'd be okay getting something he might not even use. (he's not much of a scripter )

If it's released sooner than March, however, I guess I'll have to beat the money out of him...

On a suprisingly related note, do we have an approximate release date/price?

Thanks.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
BlackFox
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Posted: 1st Feb 2010 22:33
Quote: "On a suprisingly related note, do we have an approximate release date/price?"


We don't have an actual release date yet. We were first making certain that any previous bugs submitted were dealt with first before the initial integration with Fenix. Currently, we have been working on the integration and there have been some areas that required attention. I don't want to specify a release date until we are on the final test. Once that happens, we will be posting the information.

Cheers

Mike

Shadowtroid
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Posted: 1st Feb 2010 22:35
Ok. That makes sense.

And do we know how much it costs?

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
BlackFox
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Posted: 1st Feb 2010 22:45
Quote: "And do we know how much it costs?"


Currently, Project Blue remains at $28.00 USD.

Cheers

Mike

Shadowtroid
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Posted: 1st Feb 2010 22:49
Awesome.

Which means if it comes out in Febuary my brother will have enough money left to beat out.

Unless he screws up.

In which case he will never see the light of day again.

(I'm kidding. I love my brother. )

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
AaronG
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Posted: 2nd Feb 2010 00:42
Wow, LOVE that 3rd person! How does it work? Does the muzzle flash work with all weapons? How about flak? Does it show on the bazooka, grenades, etc.?

Also, if the camera could be situated as such...

You hands down have my $30 for Project Blue.
Also, does the camera have free view, such as turning, etc.?

Quick question, does Project Blue support full screen shaders such as bloom, night vision, etc. - and can you assign these shaders to the screen via hotkey?

This mod is excellent looking.

BlackFox
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Posted: 2nd Feb 2010 01:03 Edited at: 2nd Feb 2010 01:05
@ AaronG

Quote: "Wow, LOVE that 3rd person! How does it work? Does the muzzle flash work with all weapons? How about flak? Does it show on the bazooka, grenades, etc.?"


It is quite easy. I place my start marker and I place my character right behind the marker. The character chosen was in the WW2, US Marine 9Machine Gun). I set to "Always Active" in the character properties to Yes, and I make sure I do NOT assign a weapon to my player marker. Also PB has a 3rd person script that is assigned to the character's Main AI. I have not had the chance to test other weapons, such as bazooka or grenades, but will schedule some time to do so and see what the results are.

Quote: "Also, does the camera have free view, such as turning, etc.?"


IIRC, the camera does not support free view. However, I was thinking about this as well and will be looking into this further. I will also look into situating the camera into a different position.

Quote: "Quick question, does Project Blue support full screen shaders such as bloom, night vision, etc. - and can you assign these shaders to the screen via hotkey?"


Full screen shaders(bloom,motion blur,etc) are supported in Project Blue. If you want to know how to setup/use, perhaps one of the Project Blue users that have used this feature can assist you. I have not used this yet, but will make note to test it out.

We've posted a couple of screenshots to show off a couple of features to Project Blue on our site (http://fps-media.mk-tek.com). Click on FPS Mods>Project Blue and the screens are located at the bottom of the page. We have the 3rd person and compass shots showing. The compass was a remake we did. No offense to Ply and s4real when they designed the compass- the colors were driving me crazy. I made the compass in the screenshot and may include it in the next release of Project Blue so that users can choose between the original and our addition. I've also created a new script for the compass so you can turn it on/off via a key.

Cheers

Mike

Plystire
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Posted: 2nd Feb 2010 01:45
@AaronG:

Third Person, much like everything worthwhile in PB, is a script. It is not a "feature" of Project Blue, but because of the extra commands it gives you, it becomes possible to script it. This is handy for users such as yourself because you won't be limited to what the modder has designed for use. You can change whatever you like about the thirdperson. Whether that be where the camera sits behind the character, when to make the character run/walk, how firing works, how reloading works, or just plain do something crazy..... like make your character stationary and look like a turret.

PB does have support for many full screen shaders. There are some that come with PB, such as Bloom, Black and White, and Motion Blur (with bloom). But because of the way it's made, users can design their own full screen shaders and use those with our system, too! No extra commands required. You also have full control over tweakable variables inside of the shaders!


The one and only,


BlackFox
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Posted: 2nd Feb 2010 06:16 Edited at: 2nd Feb 2010 06:17
Project Blue Update: 01-Feb-2010

We want to take this time to pass on a status update of Project Blue, both for our current customers and for those wanting to purchase this mod. As most have been made aware, the goal of Project Blue was to integrate Fenix mod into Project Blue. This integration would take place once we had Project Blue fully coded for FPSC v1.16, and Fenix was completed in it's own integration process. However, there has been a change of plans, and we have decided the release will follow the plan outlined below.

The next version to be prepared is v1.8. This version will concentrate on fixing the minor bugs that we have on our list so far to date. These bugs were submitted during the transition of us obtaining Project Blue. When these are addressed, Project Blue v1.8 will be tested and once we receive word that all is good, then we will release v1.8 to you. At that time, we ask that you send any bugs that may have been missed if you encounter them. They can either be e-mailed to our Project Blue account, or posted into the Project Blue forum thread.

During this time, Hockeykid will be working on any bugs or issues that Fenix has encountered since his v1.1 release. Once he has Fenix all ready, the final integration will begin. At the same time, any bugs we receive on Project Blue v1.8 will be compiled and fixed, and could lead to a v1.9 release. If no bugs have been submitted, then we move to the final phase. If the bugs submitted from Project Blue v1.8 are minor and can be fixed with the integration, then there will be no v1.9 release and we move to the final phase.

The final phase is the integration and testing of Project Blue v2.0, which will mark the start of the mods combined (Fenix and Project Blue). Testing will be done extensively and once we are satisfied with the final result, then it will be released. After the release of Project Blue v2.0, we will begin to compile ideas, suggestions, and bug fixes for Project Blue v2.1.

In addition to the above information, we would like to take this time to also clear up any confusion or information that may have taken place when word spread that Fenix and Project Blue were integrating. Here is a breakdown of what Project Blue will contain:

- Project Blue will retains its features from previous versions.
- Project Blue will obtain Fenix mod and its features.
- Although Fenix mod integrated both Horror and RPG, Project Blue will NOT contain ANY RPG mod code. This has been discussed in detail between myself and Flatlander (author of RPG mod).

Since we have a section on our FPS-Media website for Project Blue, we will put a list of features together and have them posted, as well as update the post on the forum. This way you will be able to view a layout of all the features this mod will have to offer.

If you have any questions, comments, or suggestions, please feel free to contact us anytime. We will respond to all inquiries as soon as possible.

Thank you for your time and patience.

Cheers

Mike

GreenDixy
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Posted: 2nd Feb 2010 10:40
Hey so i tested out the third person setup as posted by bf. First thing was the guns showed up. When i fired my weapon it would shoot my guy and kill him not litterly just the third person body. I dont know to much on this so is there something i am doing wrong?

===================
No life, Lots of love, 2 Kids, God save me LOL
Nomad Soul
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Posted: 2nd Feb 2010 11:23
@BlackFox

Sounds like a reasonable approach.

Can you confirm that Project Blue v1.8 will be released for FPSC v1.16?

Shadowtroid
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Posted: 2nd Feb 2010 12:32
@Blackfox

You guys are so organized.

That makes sense. It means a better PB will come sooner.

Maybe no with Fenix mod, but I guess that's what Mod-IT is for.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
BlackFox
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Posted: 2nd Feb 2010 16:48
@unixfr3ak

Quote: "Hey so i tested out the third person setup as posted by bf. First thing was the guns showed up. When i fired my weapon it would shoot my guy and kill him not litterly just the third person body. I dont know to much on this so is there something i am doing wrong?"


Here is what you need to check:

1. Place a start marker on grid. Do not assign the marker a weapon
2. Place a character entity right behind the marker. In our screen, we used the US Marine (machine gun)
3. Right click and assign the 3rd person script that came with PB to the Main AI. Also change Always Active to "Yes". That's all there is to it. If you still have issues, e-mail me and i can send you step-by-step screen shots.


@ Nomad soul

Quote: "Sounds like a reasonable approach.

Can you confirm that Project Blue v1.8 will be released for FPSC v1.16?"


It is confirmed.

@ Shadowtroid

Quote: "That makes sense. It means a better PB will come sooner.

Maybe no with Fenix mod, but I guess that's what Mod-IT is for. "


That is the goal.

@ All

I've received a couple of e-mails asking the same question, which I missed in our update.

"Will I have to pay for Project Blue v2.0 if I bought an earlier version already?"

The answer is no. Once you have purchased Project Blue, you receive free updates. We do not charge for a next-gen-version concept.

Cheers

Mike

michael x
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Posted: 2nd Feb 2010 17:37 Edited at: 2nd Feb 2010 17:43
hey BlackFox in 1.7 the muzzleflash does not work on the block weapon like a shield. plus the blockbulletsound does not work. can you confirm this for 1.8. for the muzzleflash i get a white flicker instead of the flash. blockbulletsound has no sound. one more issues everytime i test run i cant go to the level screen until i hit esc tab then select fps test run. it gets stick in the editor. until i do that. o forgot muzzleflash issues is like the same issues before fps update to 107 when eai guns would get these white blocks everytime you shoot instead of the muzzleflash.

more than what meets the eye
BlackFox
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Posted: 2nd Feb 2010 17:47
@ Michael X

Will look at that for the v1.8 release. Thanks for pointing that out.

Cheers

Mike

PW Productions
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Posted: 3rd Feb 2010 04:12
Thanks for the e-mail update BlackFox.

-PwP

New Site is up! Go check it out!
Shaka
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Posted: 3rd Feb 2010 04:17 Edited at: 3rd Feb 2010 04:18
So now that its possible to have 3rd person, is it possible to mount up against walls now? Like in games like Gears of War and Rainbowsix Vegas?

BlackFox
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Posted: 3rd Feb 2010 04:55 Edited at: 3rd Feb 2010 04:56
@ Shaka

Quote: "So now that its possible to have 3rd person, is it possible to mount up against walls now? Like in games like Gears of War and Rainbowsix Vegas?"


I've been thinking about that, and have been working on trying to accomplish this task. It won't be done for the next release, but if I can get it working, I would definately consider adding it.

@ PW Productions

No problem.

Cheers

Mike

GreenDixy
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Posted: 3rd Feb 2010 09:13 Edited at: 3rd Feb 2010 09:13
Hey in project blue how do we disable up down left right so the person can only use WSAD? thanks

===================
No life, Lots of love, 2 Kids, God save me LOL
General Jackson
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Posted: 3rd Feb 2010 23:38
Is there a way to setup a sprinting animation with PB?

BlackFox
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Posted: 4th Feb 2010 01:01
@ General Jackson

Quote: "Is there a way to setup a sprinting animation with PB?"


That is something I have not considered possible. However, that does not mean it's not, unless other modders have attempted it and have feedback. We could look at it.

Cheers

Mike

Plystire
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Posted: 4th Feb 2010 01:38
Quote: "Is there a way to setup a sprinting animation with PB?"


Do you mean in third person or in first person?

In third person, I'm sure you could easily make the "sprint" animations as part of the model and call those animations from your third person script when they need to be sprinting. This could also work directly in conjunction with altering the player's speed (That is, increase it slightly when they are sprinting)

In first person, I bet with a bit of work you could use the camera commands to take control of the viewing camera and apply whatever effect you feel is necessary for it (such as bobbing up and down or side to side). As for the gun animation, you could create custom animations (already supported in PB) and call those animation when the player is sprinting.


That's the way I see it being done. With those methods, extra modding isn't needed. But I'm not sure if that's exactly what you were aiming for.


The one and only,


Shadowtroid
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Posted: 4th Feb 2010 03:44
HOORAY, GJ!

You can use specific gun animations in PB! MW2 style running, here we come!

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
General Jackson
User Banned
Posted: 4th Feb 2010 03:53
Quote: "As for the gun animation, you could create custom animations (already supported in PB) and call those animation when the player is sprinting."

Alright, thats what I'm talking about!

Could you tell me how to set this up? I mean how would I call the gun animation when running?!

Plystire
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Posted: 5th Feb 2010 02:11
I do believe the custom gun animations are covered in the manual. You set them up in the weapon's gunspec similar to any other animation, then call them in a script.

I think Errant had a few set up for his spellcasting hands... something like a rock,paper,scissors animation.


The one and only,


General Jackson
User Banned
Posted: 5th Feb 2010 03:05 Edited at: 5th Feb 2010 03:06
So in the Gunspec I put
Sprint = 202,208


For the script:



But nothing happens

Shadowtroid
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Posted: 5th Feb 2010 03:11 Edited at: 5th Feb 2010 12:50
Don't use state=1. That makes it so that when it does that, it goes to state 1, making nothing happen. change it to:


That should work.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
General Jackson
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Posted: 5th Feb 2010 03:48 Edited at: 5th Feb 2010 03:52
Ok, thanks

{edit} didnt work

PW Productions
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Posted: 5th Feb 2010 04:10
Why don't you try this?



Not sure how that would work, it compiled with no errors in the FPI editor (except for the custom commands as they're not in its library).

-PwP

New Site is up! Go check it out!
General Jackson
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Posted: 5th Feb 2010 04:47
PW: didnt work

Plystire
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Posted: 5th Feb 2010 05:16 Edited at: 5th Feb 2010 05:17
Did you read the manual?

Here's how the gunspec portion works straight out of the manual:
Quote: "customanims = # (Acts like soundframes)
canim# (Start from 1, go up to # specified in customanims. Example: canim1 = 120,134)"


So your custom animations would be set up like so:



You at least got the script command correct. So props for that. However, don't capitalize script commands.

This is how it would look for your script: (Don't change states if you don't need to...)


You use "1" for the parameter because your animation set up as "canim1". If it was setup in "canim2" then you would use "2" in the script.

Hope that made sense.


The one and only,


GreenDixy
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Posted: 5th Feb 2010 06:01
Still wondering if there was a way to lock up the arrow keys? So only wsad can be used. Looked threw the manual but did not find anything. sorry for double post

===================
No life, Lots of love, 2 Kids, God save me LOL

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