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FPSC Classic Product Chat / Spawning, and dying questions

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Inspire
19
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 13th Sep 2011 05:59 Edited at: 13th Sep 2011 07:14
Not to clog this board up with my questions, but I've searched, and there has to be somebody out there who has the same questions as me.

***SOLVED***1. If you watch a character spawn, it looks like they rise up through the ground, or at least have a bit of a jolt. Is there a way to circumvent this? I am spawning some enemies when I open a door, and by the time the door opens, they're still coming up through the floor. Right now it looks like the only way around this is making a longer door opening animation, but that isn't really solving the problem at all.

2. When a character dies, it seems like it takes a while to run their destroy script. For example, take the Bond1 zombies. I can kill one, but if I try to shoot over it, I still hit its collision box for a good three or four seconds after its death, which is ages with how fast computers can think. I tried putting "coloff" as the first action in its destroy script, but it still takes forever for whatever reason. Does anybody know a way around this?

Thank you.

GreenDixy
17
Years of Service
User Offline
Joined: 24th Jul 2008
Location: Toronto
Posted: 13th Sep 2011 06:34
for #1

put a trigger zone outside of the door resize it a couple sizes so it will trigger the spawn before you are just about to open the door screen attached if this is what your looking for also speed up the model so it comes off the floor faster if possible?

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My software never has bugs. It just develops random features.
Inspire
19
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 13th Sep 2011 07:14
Thanks for the suggestion, but I already am aware of that. I didn't want to do that because I already have a trigger zone there for a different reason.

Either way, I made the door open slower, and it fixed the issue. And it looks better.

Does anybody have a solution as to the collision issue?

Ched80
15
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 13th Sep 2011 07:37
Instead of coloff, try "nobulletcol". I'm not sure if this will work, but it's worth a try.

maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 13th Sep 2011 11:02 Edited at: 13th Sep 2011 11:03
1b. you can place any number of zones one over the other on the same position, no problem.

1b. write your own appearscript using setalphafades and the animation you wish. 10 etimerconditions in a second and you dont see them popping out of the ground, they fade in. good placed shadows/lights and it looks natural.
Inspire
19
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 19th Sep 2011 04:27
Quote: "1b. you can place any number of zones one over the other on the same position, no problem."


This is news to me. Although I have solved the problem, that's a nice thing to know.

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