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FPSC Classic Product Chat / How to extend zombie's attack area

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Busted
14
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Joined: 29th Nov 2011
Location:
Posted: 28th Dec 2011 15:20
Hi!

I want to use some zombies in my map. I saw that they are static until you are close to them.

How can I extend their activation area? I would want to active them far than now.
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 28th Dec 2011 17:51
easiest and first is to rightclick and set always active.

if it doesnt change, you have to open the main-fpi they use and edit anything where "plrdistwithin=X" is used. make a copy before changing things so you save the original. one fpsc-square is 100 distance. use manual and users guide in the docs-folder to understand what you read in the fpi-script.
DoubleRThree
14
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Joined: 29th Sep 2011
Location: UK
Posted: 28th Dec 2011 20:41 Edited at: 28th Dec 2011 20:42
If you want to get really technical you could use Dark AI, and they'll seek your player out from ANYWHERE



Although, don't go in over your head. Dark AI is advanced stuff.
TriSpefear Studios
14
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 28th Dec 2011 20:46
The zombies become static?

"Real Games, For Once"
"Pull the Grenade, Throw the Pin?"
DoubleRThree
14
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Joined: 29th Sep 2011
Location: UK
Posted: 28th Dec 2011 20:48
What exactly did you modify?
Busted
14
Years of Service
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Joined: 29th Nov 2011
Location:
Posted: 29th Dec 2011 11:43
Hi!

Thanks, modify file fpi worked more or less. I read about waypoints. I think this is a good idea to make zombies walk around the city.

Thanks all!
Busted
14
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Joined: 29th Nov 2011
Location:
Posted: 29th Dec 2011 11:45
I can't see my post until someone check it, so I can't modify it.

How can I do that a zombie don't follow thw waypoints and other do it? I want to put some zombies stopped but all of them follow the waypoints
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 29th Dec 2011 17:45
simply use another mainscript without waypoint commands. THAT is the mainthing in doing games. not the same behavior for every person ingame everytime
the more you mix up, the more fun the player has. learn scripting-language to understand what the different scripts are written for.
Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 29th Dec 2011 22:29
If you want your zombies not to follow waypoints, make two copies of the MAIN zombie script. Take out the waypoint commands out of the first one, and save it. Then For zombie 1: Put the modified script so he doesn't follow the waypoint and for zombie 2: Assign the regular script and make him follow a waypoint.

"I guarantee you'll miss me, 'cause you changed the way you kissed me." [href]www.youtube.com/TheDarkFrager[/href]
Spare 2 seconds of your life and subscribe to me please.
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 30th Dec 2011 00:46
A note about "plrdistwithin=300".

300= 3 segments
so 1500 would be 15 segments

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