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FPSC Classic Product Chat / Moving pain points?

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King Of Khaos
17
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Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 14th Nov 2010 19:47
Is it possible to make the pain points in model pack 41 follow waypoints? I know that might sound crazy, but i need something that reduces health to follow the player. BESIDES an enemy. The reason i cant use an enemy is because its in a small space, and no matter what property i tamper with, it always gets stuck. I have no idea how to reduce a character's 'colision box', but i've heard its complicated. (I'm not sure what its called, but its the invisible field around the enemy that collides with things.) So as i said before, is there a way to make pain points follow waypoints?

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 14th Nov 2010 23:47
It doesn't work that way.

To follow waypoints/player or make any moves a t all it has to be a dynamic entity and as such it doesn't matter if its a creature or a cube.

Before complicatedly turning the pain point into a dynamic entity I'd rather put an invis texture over a stock creature shrink it's size to 10%, and use an altered pain point script. Maybe that will work.

In case you find my grammar and spelling weird ---> native German speaker ^^
King Of Khaos
17
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Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 15th Nov 2010 00:07
I have no idea how to do what you're describing. If you have the time and petience, could you please be more detailed? If not that's okay.

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
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Posted: 15th Nov 2010 13:46
@King of Khoas

Do you want player health to decrease of a set amount of time? If so, this is really a scripting issue and should be in that forum. If that is what you want and want to post it there I can help you.

http://jimjamsgames.yolasite.com
King Of Khaos
17
Years of Service
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Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 15th Nov 2010 20:33
I'm not exactly sure what you mean by a set amount of time, but i need the pain point to continually take away a certain amount of health, just as an enemy does. But of course only when the pain point is in contact with the player. I'm not sure if this is what you're talking about, but i can still post this in the scripting forum, as i agree this is a scripting matter.

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 16th Nov 2010 15:40
Why not just take the floating skeleton head from the stock media, put an invis texture over it and script it to follow waypoints while damaging the player if hes near enough???

In case you find my grammar and spelling weird ---> native German speaker ^^
King Of Khaos
17
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Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 16th Nov 2010 20:28 Edited at: 16th Nov 2010 20:40
I don't think that would work, as i've tried small enemies before, even rolfy's little spiders, and they still get stuck. I think maybe the invisible collision box thing is the same size for every character. I WILL try the skull though, as i have not tried that one yet.

EDIT: The skull just goes straight through the walls and into the room the player is in before they can even enter the small space. I tried a waypoint, but it simply ignores it. This is the reason i wanted to use a pain point, so it does nothing but follow a waypoint, and hurt the player when it touches them.

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 17th Nov 2010 00:01
Quote: "I tried a waypoint, but it simply ignores it"

I don't mean to be rude but somehow you don't seem to get it.

There is NO inherent behaviour of anything in FPSC. The skull does ONLY what it's script tells it to do.

So if you write a script for the skull to follow waypoints ONLY it will DO so - and completely ignore the player (if thats what you want)

In case you find my grammar and spelling weird ---> native German speaker ^^
King Of Khaos
17
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Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 17th Nov 2010 00:25 Edited at: 17th Nov 2010 00:28
My bad, i had just assumed it was already using a normal follow-a-waypoint-and-attack-when-close script. Instead it was using "home.fpi". Which i have no idea what that does. I think i'll just add waypoint commands to it though, and hopefully it will work. Sorry if i'm frustrating you, i'm still a beginner at scripting and still have a long ways to go before i'll understand it all. Right now i'm only able to write and edit simple scripts. Thanks for clearing things up.

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 17th Nov 2010 08:29
I recommend printing out and reading "The Community Guide to FPS Creator" It's a very comprehensive read on scriting (amongs other things).

In case you find my grammar and spelling weird ---> native German speaker ^^
King Of Khaos
17
Years of Service
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Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 17th Nov 2010 16:55 Edited at: 17th Nov 2010 16:56
Ok, i'll see if it can help me with this, thanks. Can a mod please lock this?

Cheers, Jake
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-The Clarkson Residence- (WIP)

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