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FPSC Classic Product Chat / Decal based weaponry

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Johnski
16
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 5th Aug 2010 00:13
Would it be possible to create a weapon using only decals. like the plasmids in bioshock? if anyone has any ideas on how to do this. please let me know

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Nbt
16
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 5th Aug 2010 00:24
Use a small weapon with invisible texture mixed with a special shader or decal that gives the hand that bioshock shimmer of the effect they have equipt. Combined with a particle decal scripted with the rundecal=6 so it shoots from the players weapon (i.e. his hand) ??

Johnski
16
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 5th Aug 2010 00:28 Edited at: 5th Aug 2010 00:30
Wow nbt you are amazing!!! thank you soo much.

EDIT: how do i make it ammo?

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Nbt
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Posted: 5th Aug 2010 00:30
syko me old mate, I'm just taking a guess, don't thank me yet as i have no idea if what I just suggested would even work lol

Johnski
16
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Joined: 23rd Dec 2009
Location: Norfolk, UK
Posted: 5th Aug 2010 00:33
How do i make it ammo?

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DarkJames
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Posted: 5th Aug 2010 00:35
mm, Errant Ai made this right? or something like this...

The Imperfect Sheep
16
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Joined: 31st Dec 2009
Location: The virtual farmyard
Posted: 5th Aug 2010 00:38 Edited at: 5th Aug 2010 00:39
DarkJames is right, type "KoE" in the search and it should come up. It's literally EAI's hands that shoot decals in a spellcasting hand gesture. You'll need Project Blue though if you want all the spells to run off one "Eve" meter.
Johnski
16
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Location: Norfolk, UK
Posted: 5th Aug 2010 00:47
It will be a simple hud like normal ammo quntity

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The Imperfect Sheep
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Location: The virtual farmyard
Posted: 5th Aug 2010 00:54
Yeah... but you'll have a different amount of Eve on every different plasmids, but with PB you can use a gunspec command to bind the ammo to a variable and you can do it to all the plasmids so they share the same variable and ammo (or Eve-Hypo in this case).

I'm sure there is a work-around, but it might be worth thinking about buying PB, as it'll help with making a simple cash and inventory system.
Johnski
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Location: Norfolk, UK
Posted: 5th Aug 2010 00:56
Project blue is intergrated into V1.17

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Errant AI
19
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Joined: 24th Aug 2006
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Posted: 5th Aug 2010 01:12 Edited at: 5th Aug 2010 01:13
Ammo pooling is part of the v1.18 additions (poolammo=x and altpoolammo=x) but the decal override, asymmetric dual wielding and weapon scripting (etc, etc) is still PB only.
Johnski
16
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Location: Norfolk, UK
Posted: 5th Aug 2010 01:23
Ah i see.

i have added a custom hud

it is in a veiw/download

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Nbt
16
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Posted: 5th Aug 2010 01:27
ass whooping in the extreme

Johnski
16
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Location: Norfolk, UK
Posted: 5th Aug 2010 01:31
yeah my game realy is going to be the ultimate FPSC bioshock experience

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DarkJames
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Posted: 5th Aug 2010 03:59
The hud has some seen white bits, and its so streched...

Johnski
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Location: Norfolk, UK
Posted: 5th Aug 2010 13:08
yeah its only a test at the moment. i am going to reduce it. and delete the white bits

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PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 6th Aug 2010 03:56
Quote: "Project blue is intergrated into V1.17"


Nope, it's not.

And that hud looks like it's been taken from somewhere else due to its odd resolution and white pixels. Where did you get it/how did you make it? If that's my misunderstanding, sorry and carry on.


If something is perfect, it probably doesn't work. -PWP
Soviet176
16
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 6th Aug 2010 04:02
It is the same hud from bioshock.

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