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FPSC Classic Product Chat / is it possible to have enemys spawn from a vent?

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warzenz
16
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Joined: 1st Mar 2010
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Posted: 29th Jun 2010 20:14
I was playing land of the dead the other day and i got this idea

they had enemys spawn from vents and other place like holes and sewer covers i was wondering if it is possible to do this thanks!
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 29th Jun 2010 21:13
This may not seem very helpful; but, you should go ahead and experiment with it yourself. For me that's the fun and challenge of developing a game with an engine that does have some limitations.

I wanted to do something like this when I first purchased FPSC back in 2007. I had problems with it. I do know that if you spawn the character using the stock script, it probably won't work as I found out. However, what I did was emulated the enemy jumping from the vent. I placed him in the air must outside of the vent and when he was spawned, he fell to the floor (of course landed on his feet) and was ready to do battle. The problem would be that if the player would happen to be looking up, they would see him materialize in thin air.

If you want him to spawn from within the vent or hole that is not very tall, may I suggest you experiment with him in a crouching position and that his cone of view is very high. Also, after he spawns he should be instructed to follow the player but I don't know if he will in a crouching position. However, you can just make him move forward without actually walking until he pops out of the vent and then make him stand up. This will take some customize scripting and experimenting. As far as the sewer cover, I would guess you just have him position on top of the cover and then spawn when you want him to spawn.

If you don't know how to make an enemy spawn, then that's another question. You can ask that without starting another thread, however.

Metal Devil123
17
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Joined: 13th Jul 2008
Location: Suomi, Finland
Posted: 30th Jun 2010 18:59
I didn't succeed with that with Bond1's crawling zombies. They got stuck in the vent.

The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 30th Jun 2010 19:24 Edited at: 30th Jun 2010 19:25
I am not sure if enemies do jump or fall from ledges without special scripting. An invisible walkway could be necessary to do so.

But there is a walkaround for this:
1.Make a room with an entrance and an exit (assuming the player has to cross it)
2.Put a Crawling Zombie behind a Vent that can not be opened and make sure the player sees the Zombie crawling.
3.Put a trigger zone after the exit (on a spot where the player cannot see the Zombie) and
destroy
- the vent door
- the crawling zombie
while spawning
- a walking zombie
- a new vent door
on the floor under the vent opening.

It's not very elegant but there are reliable activateanddestroy scripts which should make this work. You'd have to add a sound for the opened/falling vent to make it "real" imo.

In case you find my grammar and spelling weird ---> native German speaker ^^
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 3rd Jul 2010 12:38
I made a different vent all together to accomodate the crappy character collision. I used some of WoI's stock upgrade packs that had the half gantries in it, placed them in a segment room that was only 1 segment high, put a roof on the segment room, and immediately the room seemed to lose half its size. Then you can add entities to make it look sort of like a vent, and characters can work there mostly without issues. But I don't know how to lure them out of the vent...

CrescentMoon
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Joined: 28th Apr 2010
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Posted: 4th Jul 2010 21:29
it's possible...
just make them follow a waypoint directly over an opening in the vent when they first spawn and you should be fine :3

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