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FPSC Classic Product Chat / Meele in stock is possible!!!!

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A r e n a s
18
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Joined: 9th Jun 2008
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Posted: 1st Jan 2010 22:10 Edited at: 3rd Jan 2010 13:29
Hey all. A while ago kravenwolf made a thread supporting Fenix mod's 'unique' feature of meele. I am happy to say, that with help from EAI, I have now got a full meele script working in FPSC. And this isnt just project blue, its any mod. The code can all be re-written using stock media commands. I will soon have a map uploaded to show everyone this new feature using a modded version of FPSC (not fenix mod). I'm not going to explain it to you, but below is all the code required to get meele working.

EAI, if you want me to take away the gunspec (im not sure if there is anything wrong with it) i will.

Weapon gunspec:



Weapon extra script:



Meele Object Main Script:



Please note that the varaibles can be re-written in stock, im just not very good with stock variables.

Marc Steene
FPSC Master
20
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Location: Bahrain
Posted: 1st Jan 2010 22:17
Looks good, but it's spelt melee


I USED TO BE MARC STEENE
CoffeeGrunt
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Location: England
Posted: 1st Jan 2010 23:07
And your script has project Blue specific commands in it...

Kravenwolf
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Location: Silent Hill
Posted: 1st Jan 2010 23:15
And it was 'unique' at the time

Kravenwolf

A r e n a s
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Posted: 1st Jan 2010 23:18
At the time ye. Also, the PB commands can be rewritten into stock.

CoffeeGrunt
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Location: England
Posted: 1st Jan 2010 23:40
No they can't. Otherwise Plystire wouldn't have made them in the first place. There's no alternative for Mouseclick=X, reloading=X, custanimgun, and you can't even have weapon scripts in stock anyway...

A r e n a s
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Posted: 1st Jan 2010 23:49
Well then it still opens the gates for people with those features to use melee

Kravenwolf
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Location: Silent Hill
Posted: 1st Jan 2010 23:58 Edited at: 1st Jan 2010 23:59
I thought these were for vanilla FPSC? With Fenix Mod now integrated into Project Blue, all that needs to be done for PB users to get the melee animations working is adding one or two commands to the gunspec files.

Good work though. Much more than I could have accomplished

Kravenwolf

A r e n a s
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Posted: 2nd Jan 2010 00:07
I guess this is just a method of allowing users more freedom with their meele. With this you can customise keys and i am working on you pressing 'g' to throw a grenade.

Hockeykid
DBPro Tool Maker
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Posted: 2nd Jan 2010 01:06
One big flaw, your gun's melee will do damage from the range of the gun shot range

Marc Steene
FPSC Master
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Location: Bahrain
Posted: 2nd Jan 2010 01:22
Quote: "One big flaw, your gun's melee will do damage from the range of the gun shot range"


Super melee


I USED TO BE MARC STEENE
A r e n a s
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Posted: 2nd Jan 2010 01:38
Nope it wont I have set it up differently When you have melee active a variable equals one. The timer must be above X (so you dont inflict mass damage) and you must be within a certain distance to damage the entity.

Hockeykid
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Posted: 2nd Jan 2010 02:38
Quote: "The timer must be above X (so you dont inflict mass damage) "


What does a timer have to do with damage? damage is dealt all in one parse

dark peanut
17
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Joined: 31st Dec 2008
Location: USA
Posted: 2nd Jan 2010 05:36
Something tells me having it hard coded in will be alot easier. But good work!

dark peanut

current projects: a game about a guy
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 2nd Jan 2010 07:00
The problem with melee for stock characters/weapons is rather, that there are no explict combat animations included for the characters.

I bought a lot of MPs inlcuding melee characters who work perfectly with vanilla FPSC

So the trick would rather be to *construct* combat animations from the ones provided and build a *melee-doll* from it.

In case you find my grammar and spelling weird ---> native German speaker ^^
A r e n a s
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Posted: 2nd Jan 2010 11:03
Quote: "What does a timer have to do with damage? damage is dealt all in one parse"


It is so that you dont loop damage on the object and resultantly destroy it even if it has 90000 health because you are looping melee damage.

CoffeeGrunt
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Posted: 2nd Jan 2010 12:00
But you'll still attack with melee from miles away, which was Hockeykid's point...

A r e n a s
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Posted: 2nd Jan 2010 12:50
Actually you must be within 40 units to have any effect on the object.

Errant AI
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Posted: 2nd Jan 2010 17:27
Custom weapon anims are from the Ply's Mod code. It would never work in vanilla.

The closest thing someone could do in stock would be to dupe the weapon and then set it up like a melee weapon that would need to select seperately to use. Like how rifle-mounted grenade launchers are normally split into two weapons.
Confederate Soldier
User Banned
Posted: 2nd Jan 2010 21:11
Too bad it wont work in Vanilla


a.k.a. General Jackson
The Master Dinasty
17
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Location: Valhalla
Posted: 3rd Jan 2010 04:00 Edited at: 3rd Jan 2010 04:01
Never mind....



-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...

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