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FPSC Classic Product Chat / FPSC [DX9] Changing Action/Walk Keys

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Drillfoot
15
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Joined: 7th Aug 2010
Location: United States
Posted: 10th Jul 2011 03:55
Have the latest version of FPSC, however I'm having a small issue changing the keys for the player. I mostly would like to use the default keys, however, Id like ACTION to be the "E" key.

Upon looking in the documentation, It shows how you would simply go to >build game click >move forward, and be able to select which key you use. I tried double clicking also. A window pops up for about half a second and disapears. So I never get to change the key.

I'm also wondering since I have this posted how I would go about changing it so if the player walks over weapons and ammo its on auto pick up. Thanks for any help.

rem allow user create game with one click
rem create graphics, sound, scripts, models, with one click
rem slap user in face if game choice is mmo
2Beastmode4u
15
Years of Service
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Joined: 14th Feb 2011
Location: Loading...
Posted: 10th Jul 2011 07:57
This is all done with a bit of scripting. Show me the script that you want to use and I'll make it work or I'll make one from scratch... your call.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Drillfoot
15
Years of Service
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Joined: 7th Aug 2010
Location: United States
Posted: 11th Jul 2011 04:12
Well, I was unaware it needed scripting, so I'm unsure where to even start as far as a script would go. I thought I remember in the past FPSC being able to walk over and pick up items without a use or action button. The change key option is in the build game portion of FPSC. So I have no idea where scripting would be involved in either. Thanks for your reply though

rem allow user create game with one click
rem create graphics, sound, scripts, models, with one click
rem slap user in face if game choice is mmo
Thraxas
Retired Moderator
20
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Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 11th Jul 2011 11:09
You can change the default keys in the build game settings.. I don't think they work in test game but in a built game it will use whatever you set them to.

As for weapon pickups, if you mean Errant AI's guns which say press enter to take (or whatever they actually say), just changing the main script to weapon.fpi mean it will pick up the weapon when you walk over it. I assume the same will work for ammo by using ammo.fpi

I don't think it will cause problems with Errant's guns to do that.

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