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FPSC Classic Product Chat / V119 Public Beta

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Scene Commander
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Posted: 27th Feb 2012 15:56 Edited at: 27th Feb 2012 17:32
V119.8 is out there. Just to let all know of these changes to the actions and conditions as the first post (27/02/2012) needs updating.

scalelimb=x y - scales limb X to scale y
hidelimb=x - hides limb X
showlimb=x - shows limb x

Limb scaling and hiding now requires the actual limb number of the model, this solves several imbalances and allows non-character models to be scaled.

cull fix
tweaks and fixes for scaling
plrweaponidle (condition) - returns true if the player weapon is idle.
plrweaponnotidle (condition) - returns true if the player weapon is not idle.
Speed tweak
plraccuracymult=x. Modifiers the player accuracy by x%
entityaccuracymult=x Modifiers the entity accuracy by x%
debugcursor=x y
debugvar=var name
debugtext=text
wireframe=x 1=wireframe mode, 0=solid.
plrcamoffseton=x - 1 allows player camera offsetting.
plrcamoffsetx=x - x player camera offset
plrcamoffsety=x - y player camera offset
plrcamoffsetz=x - z player camera offset
further tweaks to culling.
fix to segment debug sphere issue.
Entity damage multiplier tweaks.
Mutate=x y - mutates the character/object limbs between scale X and Y
Improvements to player carry and gravity gun, objects now dropped if attempts made to lift through ceiling/objects.

V20

setobjectiverange=x - sets the range an objective marker is dropped from the radar
objectiverangelesser=x (condition) - returns true if the entity is an objective and it's range is less than x
objectiverangegreater=x (condition) - returns true if the entity is an objective and it's range is greater than x
linktoplayer - attach the current entity to the player cam using the entities camera offsets
freefromplayer - free the entity from the player cam and leave at last cords.
Added Team Death Match/Lemur V2 - Special thanks to Plystire for this code - I aim to improve this at a later date.

To use Lemur you'll need to add additional options to the FPSC setup.ini located in your final built game folder.

taunt1=I Can Smell You!
taunt2...
tauunt3 etc..

autoswaptrue=1
messagetime=3000
serverhostname= FPSC v119 Beta
alwaysrun=0 - also works in single player
alwaysrun=X= 1(run,shift is walk) or X =0(walk,shift is run.)
matchtype=X= 0 for a standard deathmatch or X=1 for Team death match

Death Match settings :
matchtype=0
Make your game as normal making sure all character's have different names. You may have a maximum of 16 characters for a deathmatch
game.

Team death Match settings :

matchtype =1
Make your game as normal, making sure to give each character in a team the same unique character name. e.g. You could call all the
characters in team 1 Bob, all the characters in team 2 Tina, all the characters in team 3 Ronald, etc.

You may have as many teams as you like, up to a maximum of 16 characters in total.

All TDM thanks to Plystire.

soundplaying (condition) - returns true if the last sound called by the entity is still playing.
soundnotplaying (condition) - returns true if the last sound called by the entity is no longer playing.
multicompass (setup.ini) - activates compass for multiplayer
multicompassx (setup.ini) - multiplayer compass x
multicompassy (setup.ini) - multiplayer compass y
multiradar (setup.ini) - activates radar in multiplayer
multiradarx (setup.ini) - multiplayer radar x
multiradary (setup.ini) - multiplayer radar y
bruce3371
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Posted: 27th Feb 2012 16:20
Thanks for the update and new beta SC and thanks also to Plystire for Lemur

WilliamK
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Posted: 27th Feb 2012 17:57 Edited at: 27th Feb 2012 18:00
Please, this is IMPORTANT!

Its the second time I use the beta updater and it messes up with FPS. As soon as the beta updater installer is used, FPS games will behave strangely: scripts will stop working, effects will stop working...

The previous time I re-installed the latest official version, applied the beta and then copied manually my files (as I have tons of packs from the store)

But this time I don't want to bother. I want you to help me out with this, as its annoying, pretty please?

When I compiled my game, the first thing that wasn't working anymore was the light-maps for the Scarey Thinker lights.

Also, the no collision scripts wouldn't work anymore, as before.

I love FPS! And I'm working a lot with it, so I would appreciate your help on resolving this up.

edit: I'm glad I had a backup of the previous install. I always backup before applying any FSP update now.

www.William-K.com
www.Wusik.com
bruce3371
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Posted: 27th Feb 2012 18:08 Edited at: 27th Feb 2012 18:09
Did you change anything in the setup.ini file before updating?

Installing an update resets the setup.ini file to its default state, so any changes you made will be lost, and you'll need to make them again.

Also, you'll need to change the Editor preferences back to how you had them before the update, along with the build game settings.

Not sure about the collision scripts though...

WilliamK
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Posted: 27th Feb 2012 18:15
Nothing like that, sorry. I was using it plain simple, never did any updates to those things. :-(

www.William-K.com
www.Wusik.com
bruce3371
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Posted: 27th Feb 2012 18:22 Edited at: 27th Feb 2012 18:31
The only other thing I can suggest is to run a repair from the FPSC setup, then re-install the update.

This way is a lot quicker than doing a completely fresh install, and doesn't require you to copy over all your media!

Oh yes, and it's a good idea to get into the routine of running FPS Cleaner after every test build and after every update as well. Also, clear out you temp folder as well as running FPS Cleaner.

Marc Steene
FPSC Master
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Posted: 27th Feb 2012 19:16
Just tested the beta and found a bug with the ironsights where if the RMB is held down, the gun flicks in and out of the sights repeatedly.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
ASTECH
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Posted: 27th Feb 2012 21:58 Edited at: 27th Feb 2012 22:14
Post Removed - Problem was fixed.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
mnemonic
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Location: Sweden
Posted: 27th Feb 2012 23:34
My fpsc turned into the free version when I installed this Beta,,, time to revert and wait for the stable version[img]null[/img]

(see attached image)

www.memblockgames.com
Brendy boy
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Posted: 28th Feb 2012 00:22 Edited at: 28th Feb 2012 00:23
Quote: "My fpsc turned into the free version when I installed this Beta,,, time to revert and wait for the stable versionnull

(see attached image)"



caballeros del pincel
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Posted: 28th Feb 2012 00:30
I downloaded the beta 8 and my FPS Creator has become free version. I had the pro version, with version 1.18.017. I can not install this beta version of fps creator pro?

If you can not install the beta, I would appreciate being told if I go back to 1.18.017
Thank you for your help.
bruce3371
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Posted: 28th Feb 2012 00:56 Edited at: 28th Feb 2012 00:56
Tried the new beta, but holding the run key appears to have stopped working. I've enclosed an .fpm file for you

Akanto10
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Posted: 28th Feb 2012 01:18
I can confirm the shift key/running issue. You beat me to it, bruce3371.

Thanks,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 630 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
ASTECH
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Posted: 28th Feb 2012 01:45
Yeah. I thought I was the only one. The running being disabled really kills me. I'm probably going to downgrade because the running is
essential to me right now.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Cross Hair Games
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Location: Canada Eh\'
Posted: 28th Feb 2012 05:38
Quote: "My fpsc turned into the free version when I installed this Beta,,, time to revert and wait for the stable versionnull

(see attached image)

www.memblockgames.com"


All you need to do is go into your FPSC folder and open The userdetails file and manually enter your serial key. Key reseting will happen 60-80% of the time when installing a beta. It's not a glitch just something they overlook during the beta stage to focus on the main stuff itself

Meows
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Posted: 28th Feb 2012 07:13
Question please.

Exactally how do I prevent enities from walking through walls?
V119_BETA7.zip


just installed V119_BETA8.zip

[img]null[/img]

Also I notice all enities will come at once, they do not wait in a room like before. How do I get them to stay please other than using shoot.fpi?

Life is a short trip to another world
Tax 78
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Posted: 28th Feb 2012 09:29 Edited at: 28th Feb 2012 09:42
@Scene Commander Beta 8 version
Plr. dont run and animation

Beta8 support can take weapon in jump level system, great work

Build game test : ok (seven-layer constructed)

Sorry but I use a translator
Tax 78
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Posted: 28th Feb 2012 10:24 Edited at: 28th Feb 2012 10:25
scalelimb=x y

in main:

:state=0:scalelimb=1 200,state=1

(scalelimb=1-2-3-4-5 not work......6=work)other unproven

Why?

Sorry but I use a translator
Tax 78
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Posted: 28th Feb 2012 10:51 Edited at: 28th Feb 2012 10:52
You can see the dynamic entity in the fog

You can do something about it?



Sorry but I use a translator
Scene Commander
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Posted: 28th Feb 2012 11:31
@WilliamK

Please supply an FPM showing this problem. Also, do you run FPS cleaner after an install?

@Anyone with the run key issue.

I'll look into it.

@Anyone who's version has turned to free.

Please follow Brendy Boy's instructions.

@Meows

Please supply an FPM showing this problem

@Tax 78

Please read my post regarding the changes to the limb scaling system. The numbers in the first post no longer apply.

I'll look at the fog issue, but again please supply an FPM
The Zombie Killer
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Posted: 28th Feb 2012 11:41 Edited at: 28th Feb 2012 11:42
@Scene Commander
why is there an "fpscreatorengine --username TheSceneCommander(AT SIGN)gmail.com" file in the latest revision?

@ sign replaced for the safety of your email :p

-TZK

Scene Commander
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Posted: 28th Feb 2012 11:45
@TZK

There isn't one, sorry... I was setting up the SVN on my laptop and my very young son hit the keyboard and managed somehow to upload nothing.
Tax 78
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Posted: 28th Feb 2012 11:57
@Scene commander
opss Sorry did not read correctly... ehehehhe okok

Sorry but I use a translator
The Zombie Killer
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Posted: 28th Feb 2012 11:57
@Scene Commander
ha ha, that's funny, oh well, it hasn't done any harm at least
I just don't get how it would randomly upload an empty file that is named the same as the commandline options you use. Strange.

-TZK

Scene Commander
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Posted: 28th Feb 2012 12:01
Quote: "I just don't get how it would randomly upload an empty file that is named the same as the commandline options you use. Strange."


Yes, I was surprised!
Tax 78
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Posted: 28th Feb 2012 12:05 Edited at: 28th Feb 2012 12:07
@scene commander
Quote: "I'll look at the fog issue, but again please supply an FPM"

Prepare and then place

Sorry but I use a translator
maho76
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Location: universe-hub, playing the flute
Posted: 28th Feb 2012 13:05 Edited at: 28th Feb 2012 13:07
fog issue: its not fog, its waterdistance-shader as far the picture is right. both fog and watershader doesnt affect other shaders atm. turn off shaders on the entity and works fine. if you can get fogs to work with shaders, scene commander, i will visit you ...and wash your feets.^^

Marc Steene
FPSC Master
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Posted: 28th Feb 2012 14:22 Edited at: 28th Feb 2012 14:42
I just tried the latest BETA and as others have said, it is now impossible to sprint. Also, I have been unable to get the linktoplr command to work. I've tried it on dynamic entities with physics both on and off, and with IsImmobile set to off. I have used the following script:

:state=0:state=1
:state=1:linktoplr,state=2
:state=2:state=2

I've also tried adding the linktoplr action to a looping state but nothing seems to work - the entity just stays in its position.

Also, for the accuracy commands such as plraccuracymult, do higher percentages mean less accuracy?

EDIT: Also, none of the player camera offset commands appear to be working :S Just tried using these actions plrcamoffseton=1,plrcamoffsety=-3000 as soon as the level started but they had no effect.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Scene Commander
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Posted: 28th Feb 2012 15:09
@marc steene

The command is linktoplayer not linktoplr

Quote: "EDIT: Also, none of the player camera offset commands appear to be working :S Just tried using these actions plrcamoffseton=1,plrcamoffsety=-3000 as soon as the level started but they had no effect."


I'll double check this and get back to you, they were working, maybe I've accidently altered something.
Marc Steene
FPSC Master
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Posted: 28th Feb 2012 15:17
Quote: "The command is linktoplayer not linktoplr"


Ah thanks for that, it's working now I noticed the angle of the entity isn't set to the player's camera but once it is possible to manually set internal variables it will be easy to fix this.

Also, would it be possible to answer this too?

Quote: "Also, for the accuracy commands such as plraccuracymult, do higher percentages mean less accuracy?"


Thanks


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Meows
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Posted: 28th Feb 2012 17:11 Edited at: 28th Feb 2012 20:43
Quote: "Scene Commander @Meows

Please supply an FPM showing this problem

"


this is just one room that they can run through.
Although there are others where they behave.
If I knew why I could fix it myself I think.,

FPM is attached of that room, or if you prefer to see the whole level
you can get it here

[href=http://www.filefactory.com/file/c3229e1/n/lvl7.zip ]http://www.filefactory.com/file/c3229e1/n/lvl7.zip [/href]

the room,..
Engineroom.fps


Thank you for taking the time. FPSCreator is good for the most part.

My issues are why a test game runs well one time and crashes the next.
It seems if you don't delete the temp files and run the FPSCreatorCleaner.exe every test it will start crashing if you have a 1.3gig or better game. But it is great. Anytime you build anything you just know there has to be issues to address.
Many thanks for FPSC


Life is a short trip to another world
007
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Posted: 28th Feb 2012 20:57 Edited at: 28th Feb 2012 21:27
Dear Scene Commander

Just a litle off topic question:

Why does the commands pausegame and resumegame does not work when called by entities and just work when called by the setuplevel.fpi?

I was trying to make custom pauses menus for specific levels (i scripted a pause menu and attached to a dinamic entity), i tried almost all imaginable and inimaginable workarrounds.

I tried in example create a separate setuplevel.fpi for each level, and call them using the main setuplevel.fpi with a command runfpi, however, it did not work.

Any help?

P.S: The pausegame even works, however, it does not resume the game, and when i use a custom button hud and use the command hudselected=mybutton, it does not "click" on this hud

Goldenye 007 N64
Tax 78
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Posted: 28th Feb 2012 21:57 Edited at: 28th Feb 2012 21:58
Quote: "@scene commander

Quote: "I'll look at the fog issue, but again please supply an FPM"
Prepare and then place"


Download .FPM (use all scifi)

Sorry but I use a translator
Scene Commander
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Posted: 29th Feb 2012 07:36
Quote: "Also, for the accuracy commands such as plraccuracymult, do higher percentages mean less accuracy?"


They do, in retrospec that doesn't really make much sense. My thinking was that the accuracy would be adjusted downwards by x%

@Tax 78

I see what you mean, however, that issue might be a little beyond the scope of this beta, however, I've added it to a list of things to be investigated in the future.

Quote: "Why does the commands pausegame and resumegame does not work when called"


These commands were never intended to be used outside of setup.ini, but I do have plans to do something about this, but again, not for this beta.
The Zombie Killer
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Posted: 29th Feb 2012 07:41
@Scene Commander
Any news on being able to modify system variables?
v119 is just getting better and better

-TZK

Tax 78
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Posted: 29th Feb 2012 09:25
@Scene Commander

eheh ok ok It will be for another time

Sorry but I use a translator
Marc Steene
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Posted: 29th Feb 2012 14:56 Edited at: 29th Feb 2012 14:59
Quote: "They do, in retrospec that doesn't really make much sense."


To be fair, some of the commands have been poorly implemented.

For example, if you wanted a condition to check if the player is crouching, the most efficient way would be to have a command plriscrouched=X, where X can be one or zero.

Instead, we have a plriscrouching command. Logic would say the opposite command would be plrisnotcrouching, but instead it is plrnotcrouched. Doesn't make sense, but to be fair, I'm just happy to have the commands available in the first place


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Scene Commander
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Posted: 29th Feb 2012 15:44 Edited at: 29th Feb 2012 15:45
Quote: "To be fair, some of the commands have been poorly implemented."


Some of the commands could no doubt do with renaming, something that I'll look at before the final release. However, the format used has been chosen to reflect the legacy naming convention and to make it as understandable to the greatest number of users.

I'll also review the accuracy system as I don't actually like the way it currently works.
That Guy John
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Posted: 29th Feb 2012 23:56
Scene Commander
It appears to me as you might have some insight.
Are you able to give an ETA or maybe a percentage of completion to a stable 119 release?

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
Plystire
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Posted: 1st Mar 2012 08:23
Quote: "I'll also review the accuracy system as I don't actually like the way it currently works."


Which accuracy system would that be?


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Marc Steene
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Posted: 1st Mar 2012 16:03
Quote: "However, the format used has been chosen to reflect the legacy naming convention and to make it as understandable to the greatest number of users."


Ah okay, that makes sense now.

These new camera commands are great so far (did you check to see if the player offset ones were working)? I have some more ideas for camera commands which would be useful for cutscenes/other gameplay features.

These include angle and angle offset commands for all cameras to help with ingame cutscenes.

Another one which would be extremely useful for improving the player body (and I'm surprised this hasn't even been implemented in any mod) is the ability to bind a camera to a bone of an entity - this would make first person cutscenes a lot easier as offsets and so on wouldn't need to be manually scripted, it would all be handled by the animation. By binding I mean both the position and all x, y, and z angles. I know Black Ops and Goldeneye Reloaded use this method for creating their set pieces - they record the animations using motion capture, and then bind the camera to the head bone of a player body and all the hard camera work is done by the animation itself.

Also one I suggested before was the ability to bind the player to an entity (not binding an entity to the player) so onrails scenes would be much easier.

I don't expect to see much more coming to v1.19, there's a whole load of stuff in there already and I'm guessing you want to just get the next beta out, but hopefully you'll be able to find time to give it some thought. A lot of people would appreciate having the same kind of powerful camera control power in the stock version that was seen in Project Blue - in fact, in my eyes, the camera commands were one of Project Blue's best features.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Scene Commander
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Posted: 1st Mar 2012 18:30
@Marc Steene.

I'll be honest and say I'm waiting for final reports before doing any further work, so no, I've not looked the player offsets, but if they don't work, I'll get them fixed.

I do understand that the camera's need a lot more work. I'm not really familar with Project Blue, so if you want to email me a list of features you'd like to see, I'll look at making some additions. I had always planned to work on them some more and it would be a shame to release without adding as much as possible.
Marc Steene
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Posted: 1st Mar 2012 19:24
Quote: "so if you want to email me a list of features you'd like to see, I'll look at making some additions."


Just sent you a huge email


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
Captain Coder
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Posted: 1st Mar 2012 23:37
I have a small idea to fix the problem where characters can see through doors/dynamic objects for the next update. Not really from a coding stand point, but more of an FPSC feature addition that, if implemented, would fix the problem.

If possible, make it so that characters can not see through by default, and make a new FPE condition something like "seethrough=X" where X equals 1 or 0, 1 being it can be seen through, 0 meaning it can't. If an entity's FPE has "seethrough=1", then the character will be able to see through it. This would be useful for things like windows. Everything else it would not be able to see through.

I don't know how viable this is, but just thought I would throw it out there.

Thanks for all the hard work put into FPSC!

Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
washburnrover
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Posted: 1st Mar 2012 23:51
@Captain Coder

I love that idea, and beyond just seeing through windows and not doors, maybe if an enemy sees the player hide behind something, what if the enemy could sort of spray around that vicinity and add damage multipliers like x0.2 damage for different materials/objects

Example, player is running from enemy, player opens a door then closes it. Let's say this door requires a key that only the player has, but the room the player hides in is extremely small, so the enemy tries to shoot through the door with bad accuracy, if he doesn't have any luck, then he'll give up.

and what about destructible doors? maybe a reverse decal? as in where the player shoots, it makes the door transparent. If you wanna get complex, even make it so shooting the handle unlocks it, the hinges make the door fall over, otherwise you'd just shred through the door.

better yet, I'll attempt that last on now

That Big Idea guy that can't find the time...
Captain Coder
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Posted: 2nd Mar 2012 04:35
Quote: "I love that idea, "


Thanks!

Quote: "and beyond just seeing through windows and not doors, maybe if an enemy sees the player hide behind something, what if the enemy could sort of spray around that vicinity and add damage multipliers like x0.2 damage for different materials/objects"


Clever!! I oughta try that sometime...

I hope the sprint issue will be fixed. My thanks to all who work so hard on this to make us happy, especially since some of them are doing if for free. All I can say is thank you.

Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
washburnrover
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Posted: 2nd Mar 2012 04:49 Edited at: 2nd Mar 2012 04:50
Quote: "...especially since some of them are doing if for free. All I can say is thank you."


agreed. There's no real way for me to express my gratitude for how big of a help the forum members and developers are, but i think a gameboy and beer will do for now


That Big Idea guy that can't find the time...
Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 2nd Mar 2012 07:59
Hi, looking through the source, sound playing and sound not playing have the same constant number. This will make one of those conditions not work.

Scene Commander
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Joined: 3rd May 2008
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Posted: 2nd Mar 2012 09:00
Quote: "looking through the source, sound playing and sound not playing have the same constant number."


Whoops, that's what happens when I rush things.. Sorry all, I'll fix that.
SpaceWurm
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Joined: 11th Nov 2011
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Posted: 2nd Mar 2012 09:15
I've just updated to Beta 8. Was using Beta 4. All the new commands are amazing!

For some reason if I build a game and while playing it I press "Shift" to sprint. The HUD weapon plays the "Sprint" animation. The player no longer moves faster but remains at the same walking pace?

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog

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