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 Product Chat / Questions about FPSC

Author
Message
Slayer267
15
Years of Service
User Offline
Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 22nd Jul 2011 06:04
1 - How do i make it so that a partical does not spawn until I walk into a trigger zone? I don't see the spawn at start option
. I don't want something to explode and have a puny explosion I want a big boom!!!!

2 - How do I reduce lag without taking anything out?

3 - How do i make a wall that enemys can go through but the player can't

Thats it for now!

EPIC HELP! EPIC PWNAGE

www.fpschelp.webs.com
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 22nd Jul 2011 06:46 Edited at: 22nd Jul 2011 07:13
1.
use trigger-variable and alphafade=0/alphafade=100 conditions in the appear-script of the particle. particles cannot be triggered as far as i know, but you can hide them until needed.

for an example:



set var from 1 to 0 and etimer in the mainscript of the particle to turn the particle off again after used.





2.
- leveldesign,leveldesign,leveldesign. think of whats neccessary for the game and what is only ... well, nice looking crap that kills performance.
- lower lightningmap-quality in the setup if you want to.
- trigger entities (especially characters). destroy them if player cannot reach them anymore.
- use shaders only where neccessary. dont use segment-shaders on entities, even if its possible. some work, some kill your game.
- dont build too big levels, split them if they get too big. polycount is the word.
- destroy corpses so the polys havent to be calculated anymore (fadecorpse, ragdollfade etc.)
- dont use water with many character-entities (i hate to say that)
- remodel nearly every used stock-segment to reduce polys (the most effective, but hardest way to get performance).
- look for WASP-mod. heared it is a performance-boost (i dont like mods, so i havent check that)
- try http://forum.thegamecreators.com/?m=forum_view&t=187181&b=23 for constant visitable characters. watch for the limits described, i am working on that. hope you can use it.
- test http://forum.thegamecreators.com/?m=forum_view&t=186092&b=21 and see if it helps in any way.

3.
dont know for sure, so i keep silence on this


just my 2 cents for the moment.
its 5:40 in the morning, i should have some sleep.
Slayer267
15
Years of Service
User Offline
Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 22nd Jul 2011 08:33
I'm sorry but I don't wanna mess anything up. Are those 2 seprate scripts or together. If seperate then ok. If together then please put them together. I rarely know anything about scripting!

EPIC HELP! EPIC PWNAGE

www.fpschelp.webs.com
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 22nd Jul 2011 18:06 Edited at: 22nd Jul 2011 18:14
then you should learn to get your game special.

set up a decal and name it "bombdecal". safe first snippet as a fpi-file (texteditor > rename from .txt to .fpi). insert this fpi as the appearscript.

second snippet is part of the mainscript of the particle-decal. copy the decalparticle-fpi out of your files/scriptbank-folder and rename it as you want (decalparticlebomb.fpi or something like that). insert the second snippet at the bottom right above ";End of Script". etimergreater=1000 means the bombdecal will last 1000 miliseconds/1 second. change this if you want.
set the edited fpi as the mainscript of the particle.

now the bombdecal is ready, you just have to define a triggerzone or object to launch the particle. there you have to define the "bombdecal"-variable inside the mainscript so the particle knows on what it should respond.

here is a snippet for the triggerzone/object with wich you will start the decal.
as you can see in the first line (state=0), "dimvar=bombdecal" names the variable, and "setvar=bombdecal 0" sets this to zero so,with a look at your appearscript above, the particle/decal is faded to 0 ("setalphafade=0" in the appearscript).
second line (state=1) means "when player in zone > set variable "bombdecal" to 1", wich will show the decal ("setalphafade=100" becomes true in the appearscript).
the third line (state=2) finally activates the particle named "bombdecal" and destroys this triggerzone.



all this is specific for ONE particle on your map. you have to copy all this and rename the variable and decalname and edit the scripts into this for another bomb (dimvar/setvar/addvar/subvar=bombdecal2, rename decal bombdecal2 or something like that).

how to build a bomb: set up as an activation with explode-destruction or use triggerzone with variable on wich the mainscript of your enemies can respond. your choice. ask "google forum search" at the bottom of this site^^ you will find something.
when you learn scripting, you can combine the particletrigger and the bombtrigger into one zonescript. its not hard to do this as you can see, i am coding for about a month now

have fun.
Slayer267
15
Years of Service
User Offline
Joined: 6th Sep 2010
Location: Non of your beez wax
Posted: 22nd Jul 2011 18:16 Edited at: 22nd Jul 2011 18:26
Oh thanks!!!

I learned alittle something

But can you please tell me what variable is?

EPIC HELP! EPIC PWNAGE

www.fpschelp.webs.com
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 22nd Jul 2011 19:27
http://fpsc.wikia.com/wiki/Variables_%26_Timers

hard to describe.
you can define (nearly) unlimited variables and edit them with the propper commands (see link) and trigger defined conditions to get complex scripts to work. basically its the same as the activate=x to trigger something, but you have more commands than true/untrue for them, so this is more complex and therefore can handle more complex routines.

first read the official manual and the community-users-guide in your files/docs-folder. helps a lot. its like learning a new language. when you go through the vocabularies and look at existing scripts, you will get the "grammars" sooner or later.

Login to post a reply

Server time is: 2026-07-01 08:17:42
Your offset time is: 2026-07-01 08:17:42