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FPSC Classic Product Chat / [Tutorial] Crafting Better Combat Situations

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Bugsy
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Posted: 24th Oct 2011 00:43 Edited at: 24th Oct 2011 01:01
It's no secret that one of FPSC's largest problems is it's uncanny inability to make even the most over-the-top gunfights inexplicably boring. Most of the time this is due to the engine, but the best thing to do to be sure that the gunfights are never boring because of YOUR OWN fault, is to be sure you do everything "right"

In this tutorial, I'll provide step by step guidance on how I do it, and some interesting ways to work with the engine's setbacks and create an interesting fight-scene.

Step 1- The blank editor.
we've got a clean slate to create our firefight. the best way, it to make the basic geometry first, and be sure that the player has plenty of cover, space, and that the atmosphere and lighting is condusive to shooting. here are some tips.

*try to avoid large fights indoors if at all possible. most people don't use guns inside, because most interiors tend to be smaller. even if in game, your interior isn't small, it will naturally "feel" smaller than an exterior.

*don't use the same scenario over and over again in a game. if one encounter sees you shooting at enemies from below, at close range, maybe change it up and make the next fight from above at long range, or something like that.

*keep the guns unbalanced, but the fight balanced. never give the player more firepower than the enemy. feeling completely confident when fighting can be a big factor in boring fights.

okay. so I've decided our fight will be in a city street/alley area. we'll need gates, buildings, and perhaps planters and fences. it'll be an upscale city. the player will have to fight to get into a building.

imageflock.com/img/1319390180.png[/img]

there's the general layout.

Now, let's add the most important entities: cover

imageflock.com/img/1319392092.png[/img]

excellent. notice I've only put very important basic structural objects, and added little detail. now, we'll add a light, and test to see how it looks.

imageflock.com/img/1319392574.png[/img]

nice! we've still got work on the actual level, but first let's add some enemies. I'll be sure to use only freebies, model pack stuff, and stock scripts. everyone can make fun combat! you don't need to be a great scripter! (but it definitely helps)

imageflock.com/img/1319394190.png[/img]

now, this is a key part of making a fun fight. note some things about these enemies.

*the closest enemy has the lowest health. he'll be where fire is directed first, and closer range bullets should naturally do more damage. as the player advances past him, he'll be shooting at a slightly larger range at the other enemies, meaning they should naturally last longer.

*each enemy is on the same level as the player. we'll fix this later.

*the enemies are spawned all together, before the player reaches the point, in those spots.

*each one is a high-poly character because the player is up close to them. if a special sniper who is scripted to be such is super far away, just use a low-poly character model to not cause lag.

let's see how this looks in game.

imageflock.com/img/1319394821.png[/img]

TAKE CAREFUL NOTE OF WHERE THE DEAD BODIES ARE.
yes I kept the dead bodies here. it's a lot more satisfying to kill someone when their body stays there, however, for some games, this just isn't possible. the best way to have the best of both worlds is to put a timer in the death script to have the body fade after about 30 seconds.

as for the bodies in this screenshot, notice that they're generally in order from where the spawns were- I.E. one was closer one was further one was in the middle. The enemies stayed in front of the player. the choke point at the fence with the lack of cover in front prevents the player from wanting to enter without first killing the enemies. why? that brings me to an interesting topic~


Surrounding the Player

yes, several games do it. It's a very stressful situation, but it can play into the feeling of a situation. in a game like call of duty, the ally ai system makes a point to be sure that the player is never surrounded. it makes levels flow, and leads players from point a to point b by making them follow the enemies. there's nothing fun to do behind you. getting surrounded in COD is often annoying, and usually ends up getting a rifle but shoved into your skull from behind right quick. in an action packed first person shooter, try to make sure the player isn't surrounded ever.

however, in games like splinter cell, being surrounded creates a very tense situation, the idea is to get away unnoticed, but often the only way to do this is to surround yourself, and move rhythmically through the enemies as they walk about. it also prevents a more loud approach. in a game where getting into a large open fight usually means quick death, surrounding the player is the best thing to do, as it presents in interesting tactical decision as to how to kill the opposition, and not get overwhelmed from all sides. it can be a very tense, exciting moment when you're surrounded, unnoticed, and must make a quick decision on who to kill or where to run, or you'll be spotted.

while you listened to me prattle on about that, I added more much needed things to the gunfight scenario.

I put some little details, added some new lights to highlight the area and draw the player's attention. I've also added a sniper up high. his purpose is to keep the player pinned long enough for the other enemies to have a chance to advance. he will naturally be the first character that the player sees.

imageflock.com/img/1319397159.png[/img]

this has, in turn, caused a few problems. first- green isn't exactly the kind of colour you'd associate with violence, so we'll be changing that. second, as you can see, all these enemies are the same model. BORING. Last, the player weapon is overpowered. let's fix that stuff.

imageflock.com/img/1319398100.png[/img]

great. new bodies, new lights (maybe even more orange next time to more sharply contrast the blue and draw the player's eye). Now, to finish it up, we'll put music (as it's needed) and explosions (give one enemy an explosive weapon like a grenade launcher) we'll also contrast the lights some more. Perhaps it's time for a video?



I hope this tutorial has helped, and serves as an example of a more convincing firefight in fpsc. there is always more to be done, however. here are some things that could be added for even more excitement-

+new bullet impact decals
+new explosion decals
+small dynamics in the level, around the player's line of sight
+bullet tracers
+enemy voices
+proper ragdoll physics
+more enemies

(keep in mind these may contribute to lag which immediately make any game-situation terrible)

thanks for reading!

imageflock.com/img/1303928322.png[/img]
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MK83
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Posted: 24th Oct 2011 01:42
Thank you, I found this to be most helpful.

mk83 Productions
Leongamerz
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Posted: 24th Oct 2011 02:31
Wow,thanks for the tutorial Bugsy.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

TheDesertEagle
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Posted: 24th Oct 2011 03:00
Great tutorial bugsy where did you get the buildings?

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Bugsy
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Posted: 24th Oct 2011 03:06
back when fps-files was up I got them.

imageflock.com/img/1303928322.png[/img]
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TheDesertEagle
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Posted: 24th Oct 2011 03:38
Oh, 1 more question how do you keep youre resource monitor that high?? mine is mostly at 8-29

Joey-May god have mercy upon my enemies, because I won't.
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Bugsy
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Posted: 24th Oct 2011 03:49 Edited at: 24th Oct 2011 03:49
proper optimization
without fraps this runs at 60 fps

also remember, chances are you've got a slow comp. try wasp mod.

remember some things-
use low poly objects
minimize shader use
try not to have too many different simultaneously running scripts.
close other running applications before running a test game

imageflock.com/img/1303928322.png[/img]
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TheDesertEagle
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Posted: 24th Oct 2011 22:05
okey thanks

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Frazlaad
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Posted: 24th Oct 2011 22:28
plz tell me where you get those cool buildings
thanks

fyfyf add me on psn
Bugsy
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Posted: 24th Oct 2011 22:32
they've been taken down but were on fpsfiles I think. just make a box then put a building texture from CGtextures on it.

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Frazlaad
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Posted: 25th Oct 2011 12:43
you are a hero and wb the cars

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Bugsy
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Posted: 25th Oct 2011 13:12
cosmic prophets stuff. does anyone have anything to say that's relevant to the tutorial? questions? comments?

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Dark Frager
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Posted: 25th Oct 2011 13:56
Pretty useful tutorial Bugsy, but In your video if you had health, you would have lost quite a lot because you were constantly getting shot, so unless the player had loads of health or regenerating health, he would have died quite quickly.

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maho76
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Posted: 25th Oct 2011 14:42 Edited at: 25th Oct 2011 14:43
nice tutorial, but one hint because i dont like static fights.

as we see in the video, you can dodge the whole fight behind the wrecked car. trigger another 1-2 enemies from where the player came when 1-2 of the bunch are killed. that forces the player to change his position. he is not surrounded, but he has to move if he dont want to get shot from the side.


justmy2cents to add.
Bugsy
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Posted: 25th Oct 2011 21:53
@ darkfrager and maho

your comments pose an interesting juxtaposition. on one hand, darkfrager understands that getting shot a lot is not fun, and that's fine in the video, because the player health regenerated rather quickly, however maho thinks that more enemies should come from the sides. I understand where you're coming from, maho, but then again, as I said, in a game like the little test I made there (COD style) where you're getting shot often (already stressful enough) adding more enemies to the side will just add more lag, more redness to the screen, and in turn a little bit more stress. if I hadn't put as many enemies to the front of the player, then it would be okay, but with as many as there were, It wouldn't be a good idea to add any more without giving the player an ally.

imageflock.com/img/1303928322.png[/img]
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Le Shorte
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Posted: 26th Oct 2011 02:57
Very nice tutorial.

I also noticed you had Steam running in your shots. Seeing as I'm rarely on Skype anymore, what's your Steam ID?

Cheesehead for life.
Dark Frager
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Posted: 27th Oct 2011 00:20
Another question, were you using the stock AI scripts or were you using Dark AI ones?

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TheDesertEagle
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Posted: 27th Oct 2011 00:22
i think he was using MP53

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Dark Frager
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Posted: 27th Oct 2011 00:47
The models yes, but the animations and behavior look like stock AI.

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Bugsy
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Posted: 29th Oct 2011 09:02
nope, mp53 AI. I wanted to modify it, as it would have made the fight a lot more fun, but I won't modify it because I know everyone isn't a great scripter.

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Dark Frager
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Posted: 29th Oct 2011 12:54
Hmm, I never had the MP53 AI run at me like in your video, the only stand on the spot and move to cover but never rush at me,

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Design Runner
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Posted: 5th Nov 2011 22:29
Cosmic's Dark City pack is where the buildings came from. They are still on fps-files, but the download is "broken". If someone could upload the pack again so we could fix it we would be grateful.

maho76
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Posted: 7th Nov 2011 09:53 Edited at: 7th Nov 2011 09:53
@design runner:

http://www.northernfoxmedia.com/index.php?option=downloads&catid=68&order=0&otype=0&Itemid=0&page=2

i hope that the lost wizard of oz will come back in the future. i think i have read that someone said he wants his whole media cut out, so you should ask him for permission.

gz

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