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FPSC Classic Product Chat / Several Questions - Blood, Granades, Radar

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A r e n a s
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Posted: 25th Sep 2010 17:50 Edited at: 26th Sep 2010 12:53
Hey, Im just attempting to create a game with lots of new features and details which hasnt been attempted in FPSC before. First of all though i need some basis to begin building on.

1) How do I apply different blood decals to different entities? - For example, with two teams I want one team to have red blood, and the other to have blue and purple blood (two types of enemys) - disable weapon swapping and have q switch between the two weapons your allowed. ANSWERED

2) How do you would allow the player to have granades? - but not let them swap to the weapon, but have it so that when one key is pressed the granade is thrown. ANSWERED

3) How to have a very basic radar? - just show character relations to the player on a radar which shows no world layout (purely enemy relations). ANSWERED

4) How do I set up vehicals? - I have tried this before with the Ply's mod with several errors. I'll try to find the script and use it again, but i am very doubtful that this will work. Would a 3rd person script be the answer? If i were to apply it to a vehicle and activate it when you came in range.

5) How can I add realistic flying enemy's? - I want them to fly around the sky and shoot bullets at you, like the flying creatures in halo do. I imagine waypoints may work for this idea.

Wolf
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Posted: 25th Sep 2010 18:54 Edited at: 25th Sep 2010 18:54
1) If you look into a Characters fpe file, you'll find the Line

"decal1 = blood"

You can replace the "blood" with any other decal name in your decalbank.



-Wolf

God Helps the Beast in Me!
Plystire
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Posted: 25th Sep 2010 21:09
2) You could try adding the grenade to the player's inventory, swap to it, force it to fire, then remove the weapon and swap back to the old one.

3) There was a radar in FPSC, but it wasn't very good. You may be able to get away with creating a small HUD for each enemy (In the enemy script) and displaying it in a box where the HUD is positioned in relation to the player. You'd be able to get the enemy's coordinate data using $EPX, $EPY, and $EPZ. Doing a little math alongside the player's coordinates ($CPX, $CPY, and $CPZ) you'll be able to position this HUD properly in the box. If the HUD is not within the box's range, just unshow the HUD.


The one and only,


CoffeeGrunt
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Posted: 25th Sep 2010 21:36
I think with scripted weapons, you could just set the grenade weapon to fire as soon as it's called, and switch to it with a Keypressed=X command in an entity...

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A r e n a s
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Posted: 25th Sep 2010 23:05 Edited at: 26th Sep 2010 00:59
1) Wolf, thanks - I'll get right on this now

2) I would love the capability to save a string variable in fpi, that would make this type of thing much more simple. I like the mothod, i thought of it, i just didnt quite complete the method by having the weapon removed at the end.

3) The Y axis would play no relevance in a radar i dont think, but the other two variables i didnt know about. So it'd be something like:

X cord = ($EPX - $CPX) / scalefactor + centerofradar
Y cord = ($EPY - $CPY) / scalefactor + centerofradar

The problem with this is arrays... I will need a new variable per character, which would be best done with arrays.

Also, to complete this, how do i add an animated hud? I could do a semi transparent radar swerve overlaying the actual radar to complete the effect.

EDIT: New questions added. I'll be posting some of the solutions for free, that way im not just taking everyone ideas for myself.

Thanks all so far

Plystire
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Posted: 26th Sep 2010 04:21
Quote: "The problem with this is arrays... I will need a new variable per character, which would be best done with arrays."


You don't need arrays. I've been over this with both hockeykid and Errant AI. They both said arrays would be good, but I was able to do what they wanted with just as little code without arrays.

The only thing I see becoming a problem is making a HUD for each enemy... would be nice to be able to create "local" HUDs, would it not? You don't need an array of variables, since the variables would only be used for calculations.


4) Likely the old Ply's Mod vehicle script won't work in the new PB. This is due to command changes. You would be best off altering the third person script that I made for PB, to work with a vehicle.

The logic behind the ply's mod vehicle should still be functional, just not the way it's coded. So if you look into how it functions, you may be able to rewrite it for PB.

5) Enemies typically don't react well when not on the floor. That's just how they're made. I know other people have pulled it off with helicopters and whatnot, so perhaps you could try doing what they did.

But here's a fleeting thought I have on the subject. You could make a dynamic entity (not a character per se) that floats around and have it deplete the player's health similar to how bond1's melee characters dealt damage. Your only enemies here would be muzzle flashes and animations (among other things I haven't thought of). Just something to consider.


The one and only,


Monkey Mja
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Posted: 26th Sep 2010 06:49
Just an idea, not sure if it works:

You COULD have an invisible small little pole under your aircraft, so it appears that is in the air.

- Monkey
seth zer0
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Posted: 26th Sep 2010 07:16 Edited at: 26th Sep 2010 07:17
This might work in theory. Take your model and extend a bone down to the ground then model a box or a plane(nothing hard.). And for the firing spot continue the bone inside of the flying entity to where you want it to shoot from(like in a character model.). Now again this right now only works in theory I have not tryed this, But if it does please tell me.

A r e n a s
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Posted: 26th Sep 2010 12:25 Edited at: 26th Sep 2010 12:57
@seth zer0 & Monkey Mja

You'd get the problem where not all ground will be of the same height, and I want them to be able to fly in over roof tops.

@Plystire

Quote: "You would be best off altering the third person script that I made for PB, to work with a vehicle."


I think that would be the most sensible and efficient method of doing this. I'll see if I can get the script working and possibly post it for the community later today

Quote: "Enemies typically don't react well when not on the floor. That's just how they're made. I know other people have pulled it off with helicopters and whatnot, so perhaps you could try doing what they did."


What about removing the gravity of an enemy and have it follow waypoints? The only problem with your alternative I can see is that you wouldnt get to see any of the bullets flying towards you, cause I want to make it slightly scifi (large green orbs of lazer bullets).

Quote: "The only thing I see becoming a problem is making a HUD for each enemy... would be nice to be able to create "local" HUDs, would it not?"


I agree strongly. This means that you wouldnt need a new script per enemy... which would be a massive pain, especially as I want to include large numbers of enemy's in this...

EDIT

I have found a problem with question 1. I've changed the impact blood, and that works fine, now the blood left of the segments has the problem where its all grey... Although this was the case before messing about with the decal. Does anyone know where the blood which remains on the segments is so I can change this for each character?

seth zer0
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Posted: 27th Sep 2010 00:02
The Game Creators\FPS Creator\Files\gamecore\bulletholes. But theres one problem if you change that you change it for all enemy's unless its possible to have a second bulletholes overlay sheet like bulletholes2.dds just for blood effects. or maybe another folder that you can direct it to. But I don't think you can..

vortech
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Posted: 27th Sep 2010 10:13
You have low ambience. That changes blood gray when playing.


Check for pure horror.

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