Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / sonar ability

Author
Message
whats wrong with this script!
15
Years of Service
User Offline
Joined: 23rd Sep 2010
Location: TOP SECRET
Posted: 26th Sep 2010 17:00
just wondering.is it possible to show enemies on your screen like the outline of them or glowing thru walls for a certain amount of time? kind of like the sonar goggles in splinter cell: conviction. mostly in stock engine but if not what mod do i need?

l
whats wrong with this script!
15
Years of Service
User Offline
Joined: 23rd Sep 2010
Location: TOP SECRET
Posted: 28th Sep 2010 05:44
sorry to double post, but will anybody respond?
Seth Black
FPSC Reloaded TGC Backer
21
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 28th Sep 2010 16:56
...this is not possible with FPSC, at this time.

whats wrong with this script!
15
Years of Service
User Offline
Joined: 23rd Sep 2010
Location: TOP SECRET
Posted: 28th Sep 2010 18:24
what i mean like in a trigger zone change the entities appearance so that you can see them thru walls. i have green project so...
The Master Dinasty
17
Years of Service
User Offline
Joined: 14th Sep 2008
Location: Valhalla
Posted: 28th Sep 2010 19:07
Not through walls, thats not even possible in real life. But mark has done glowing enemie's with project blue.

-Massap2


We are the magnificent Masters, builders of pyramids.
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 28th Sep 2010 21:05
Something like this may require you to create duplicate entities that are being detected, apply a shader to them to make them glow, then disable their z-depth so they may be seen "through walls". However, that may also clash with the way the HUD weapons are displayed.

Don't think you can do this in FPSC, though.


The one and only,


whats wrong with this script!
15
Years of Service
User Offline
Joined: 23rd Sep 2010
Location: TOP SECRET
Posted: 28th Sep 2010 22:42
well it would be a switch on switch off thing so i believe that would be good enough. can some one (plystire) give me an idea of what it would look like?
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 29th Sep 2010 01:30
What do you mean by what it would look like? The code for it? Or how it would look in-game? I don't have time to write up something complicated like that right now (and it would have to be in DBP, not FPSC), and as for in-game it would look like whatever you made it to look like.


The one and only,


raymondlee306
16
Years of Service
User Offline
Joined: 24th Oct 2009
Location: Ohio
Posted: 29th Sep 2010 03:25
http://www.youtube.com/watch?v=7Dh3vIRun0E&feature=related

Look around 6:40 for the character sonar and right at the beginning is lazer grid location
whats wrong with this script!
15
Years of Service
User Offline
Joined: 23rd Sep 2010
Location: TOP SECRET
Posted: 29th Sep 2010 05:23
its kind of strange that in combat arms they can mod their engines to make people appear thru objects, but we cant here. i want something like a cham, or change the transparency of the walls or entities and the for the entities to change to their 2nd tex. (white).

Login to post a reply

Server time is: 2026-07-26 05:23:01
Your offset time is: 2026-07-26 05:23:01