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FPSC Classic Product Chat / FPSCreator Dynamic Ragdolls mod v3.0! (DynRv3)

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The Zombie Killer
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Location: Gold Coast, Australia
Posted: 25th Jan 2012 04:47 Edited at: 28th Jan 2012 04:37
NEW: Want the latest version of FPSC as of 28/01/2012? Download it here: http://tzksoft.webs.com/fpscrevs/FPSC_r564.rar


Hey guys, this is the largest and best update of DynRMod to date!
The new features can be found in the readme file. Trust me one of those features will blow your minds (hint)!
Please note that this is for 1.19 beta 6 only!

For those that are waiting for the download, readme:


Please do NOT use the included FPSC-Game.exe as it does not work, it was never 100% necessary anyway

Releases:
DynRv3 Main Release:
DynRv3 Hotfix 1: REMOVED
DynRv3 Hotfix 2:

Beta releases:
DynRv3 Hotfix 3 Beta1:

PLEASE NOTE: When using hotfix 2 and above, you must set the health of character entities to whatever you want +100 so, if you want your character to have 100 health, set it's health to 200. Or if you want it to have 500 health, give it 600. Also, all hotfixes require the main release to be installed prior to applying it. However, they do not require previous hotfixes. Beta releases however, require that the main release, and latest hotfix be installed prior to installation.

And for the little rascals that absolutely
HAVE to see the new feature that will 'blow your minds':

DynRv3.2 gameplay video by 007 (uploaded through my channel)


Installation tutorial for v2.0 (outdated) by youtube user ShatteredVideos94:


other outdated videos by forum users 007 (left, uploaded through my channgel) and Legion012 (right):


-TZK

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Shakleford
FPSC Reloaded TGC Backer
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Posted: 25th Jan 2012 05:41
Thanks for this TZK. Havent downloaded yet...but you just saved me, and probably the majority of the forums A TON of time by adding the pixel perfect hit detection to all these characters. Im sure it was a huge pain, and it is VERY appreciated.

I recently learned to sleep with my eyes open. ..... God am I tired
The Zombie Killer
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Location: Gold Coast, Australia
Posted: 25th Jan 2012 05:55
@Shakleford
Yeah, thanks and yes it was a pain, took a few hours. It was worth it though. Thanks for the acknowledgement
I may do more model packs later if my friend has the models and fpe files.

-TZK

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Ched80
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Posted: 25th Jan 2012 06:52
Good work TZK, that new feature certainly blew that android's mind!

The Zombie Killer
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Posted: 25th Jan 2012 07:10
@Ched80
Yep, hehe. It blew Colonel X and Aiko's a few minutes ago too!

-TZK

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The Zombie Killer
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Posted: 25th Jan 2012 09:51 Edited at: 25th Jan 2012 11:30
Patch #2 or hotfix 2 (DynRv3.2) is attached to this post. Keep in mind that you still need DynRv3 installed before the patch.
This re-enables the shootable dead bodies because I just recently fixed the bug that they interfered with the headshot system. This version includes the disappearing dead characters fix.

-TZK

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007
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Posted: 25th Jan 2012 15:57
Hello Dear Bro Zombie Killer.

WOW, outstanding.

Can i be your official beta tester? (heheheheehe)

Today i will make a new video of this "dirty" mod, heheehhe, and i will upload it here.

Let`s blow them up!!!!!!!!!!!!!!!!!

In some hours i come back with a new awesome video.

Cheers.

007

Goldenye 007 N64
The Zombie Killer
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Posted: 26th Jan 2012 02:04
@007
Well, there is no need for beta testers since I usually always upload the betas and alphas anyway. But if I decide not to make 'em public, sure . Looking forward to that video too.

-TZK

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The Zombie Killer
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Posted: 26th Jan 2012 04:57 Edited at: 26th Jan 2012 05:12
@everyone
In the readme file it states to add :always:runfpi=DynRv3\headshotsys.fpi, do not do this, it seems to disable it's main script, instead, add this to the top of the script you wish to use (tested with darkai):

Very messy, I know, some scripts still need a bit of modification to work perfectly with the ragdoll and headshot system though.

EDIT: Code updated
EDIT2: Readme in top post updated and code updated again

-TZK

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The Zombie Killer
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Posted: 26th Jan 2012 05:26 Edited at: 26th Jan 2012 05:27
Hotfix 3 beta (DynRv3.2) attached



-TZK

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Leongamerz
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Posted: 26th Jan 2012 06:10
Thanks for doing this awsome job.We all appreciate it.Thanks again

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

The Zombie Killer
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Posted: 26th Jan 2012 06:18
@Leongamerz

You're welcome

-TZK

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szempek555
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Posted: 26th Jan 2012 11:05
Which script should I use so the enemys will move because they are just standing in one place and not attacking, but blood affects work.
The Zombie Killer
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Posted: 26th Jan 2012 11:08
@szempek555, download v3.2 beta (hotfix 3) and read the readme file, that will tell you what to do. Also, included in that version is a main-weapon.fpi script and main-weapon-anim.fpi script in the DynRv3_DarkAI folder, use main-weapon.fpi for normal ragdoll with enhanced AI, or main-weapon-anim.fpi for a more realistic effect with enhanced AI.

-TZK

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szempek555
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Posted: 26th Jan 2012 12:17
Thank you for reply.
szempek555
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Posted: 26th Jan 2012 17:51
I have tried every script thought but none of them work I am using it with zombie apocalypse but none of the characters attack but I have done everything you said I should do.
007
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Posted: 26th Jan 2012 22:24
Dear Zombie Killer,

Here comes my dirty, awesome, cool ragdoll video

Obs:

I tested extensively your ragdoll mod. Regardless the fact that this is just a scripting enhancement for ragdolls, it is an awesome adition to FPSC.

If you permit correct you, i found the easiest way to use your mod.

After installed it, with all the hotfixes, we only need to select a character, and in it`s destroy script, we just select "destroy/ragdollcorpse.fpi" (or ragdollcorpsefade, and such).

This is for normal ragdolls.

But for "head blow ragdoll" , we only need to select a character, and in it`s destroy script, we just select "DynRv3/ragdollcorpse.fpi" (or ragdollcorpsefade,and such, from the folde DynRv3).

And added to this, THERE IS NO NEED TO ALTER THE MAIN SCRIPT of the character, instead this, just select for the appear script the "appearwithheadshot.fpi".

I tested even with my custom characters, it works perfectly.

However, this new command "hidelimb" does not work well. It moves the head inside the chest of the character, but when the character ragdolls, the head moves outside the body.

It`s weird, but is cool, and very, very bloody, hehehehee.

Cheers.

007

Goldenye 007 N64
The Zombie Killer
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Posted: 27th Jan 2012 01:39 Edited at: 27th Jan 2012 01:54
@007
Yeah, I'm fine with you correcting me
Anyway, I would've had it set up like that, but the thing is, if you use the destroy script for the deaths etc, the dead bodies disappear regardless of what script you're using, also, try walking up to a character while they are falling over while using the destroy method, and for some reason, they disappear. I'm downloading the video now and I'll drop some feedback when I watch it. And yeah, I've noticed the hidelimb bug. Scene Commander is working on fixing it, and when it's fixed, there will be arm and leg dismemberment too

@szempek
Are you sure that you've set the appear script to appear-ally-team1.fpi or appear-enemy-team2.fpi from the Dark AI folder to assign a team to the characters?
If all else fails, try using 007's method and see if that works, if that still isn't working, I'll send you an fpm that will explain how it all works.

EDIT: @007 That video is EPIC, I love it, especially the music and soundFX! I'll upload it now and add it to the first post. Thanks for posting it!

-TZK

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007
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Posted: 27th Jan 2012 12:46 Edited at: 27th Jan 2012 16:25
Dear TZK,

I`m happy you liked the video, it`s awesome, bloody, iFPSC

P.S: about the soundtrack, it`s ripped from Perfect Dark for the old n64 (i am a n64 lover and fan...)

Yes, i noticed this, the bodies dissapear. But i don`t care with this, because, when you are creating a complete game, you must have this kind of bug, it`s very important that the characters disappear, because if not, this will cause a lot of lag because the polycount.

I am using high poly characters for my game, and i have seen it, if the corpses stay in the scene, it kills the framerate.

But i have changed your ragdollcorpsefadescript, i used the same fadecorpse.fpi idea inside your ragdollcorpsefade, so the character disappear like in Goldeneye 007 for Nintendo Wii (i love this game ).

For me i don`t care with the corpses fading, it`s a game, it does not need to be perfect, it must be cool.



And about limbs dismemberement, WOW, if Scene Commander and Lee can achieve this, i don`t see why FPSC can`t be like UNREAL ENGINE.

Indeed, if development goes this way, always evoluting, i think in some years FPSC will be one of the Top Notch Games Engine, and even, the most easier engine in the market.

Cheers,

007

Goldenye 007 N64
Akanto10
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Posted: 28th Jan 2012 06:35
Just to be clear, I SHOULDN'T use the provided FPS-Game.exe? In the readme it says to use it, but you said not to in the first post.

Thanks,
Akanto

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The Zombie Killer
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Posted: 28th Jan 2012 06:43
@Akanto10
Yeah, don't use it, for some reason it slows down the computer, well, for me anyway. Btw, I don't mean the FPSC-Game.exe included with my build of r564, I mean the one included with the mod.

-TZK

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Akanto10
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Posted: 28th Jan 2012 06:51 Edited at: 28th Jan 2012 06:56
Okay, thank you. If hidelimb=X gets to a working state sometime soon, not to imply haste or anything, this will be awesome!

EDIT: Just a question, would you happen to know why the bloodspurt=X never works for me? I haven't a clue why, and I see it's in your scripts. It's quite odd.

Thanks again,
Akanto

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The Zombie Killer
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Posted: 28th Jan 2012 07:41 Edited at: 28th Jan 2012 07:49
@Akanto10
Bloodspurt only works for characters that use "blood" for their blood decal, so it won't work for robots or TF341 characters.

-TZK

EDIT: Sorry for the late reply, I was out of the house for a little while

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Akanto10
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Posted: 28th Jan 2012 19:13
Oh! That's probably why. I probably should've tried more characters. There wasn't really a time frame that I needed an answer. You do what you have to do.

Thanks,
Akanto

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TheVoxyn
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Posted: 28th Jan 2012 23:52
I'm not sure what's going wrong here, but I installed the main Dynamic Ragdolls stuff, then I installed the latest hotfix. Now whenever my characters die, they just instantly disappear. What did I do wrong? lol.

THIS IS A SIGNATURE. I swear.
The Zombie Killer
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Posted: 29th Jan 2012 03:49
@TheVoxyn
Did you install hotfix 2 before you installed hotfix 3 beta?
Also, which method are you using for ragdoll, 007's or mine?
I guess you're just another person experiencing the fading bodies bug just like I am, I THINK that it's to do with the culling system, I'll let SC know that you're experiencing it too, so he can implement a fix.

-TZK

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TheVoxyn
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Posted: 29th Jan 2012 06:03
@TZK
No, I'm pretty sure I didn't now that you mention it. I think I went straight from the main dl to hotfix 3 beta. I put the main install over the rest of it again and all is well now, though. I'm still baffled as to what was wrong, but it seems to be fixed now lol. Although, I don't think I have access to the head exploding awesomeness... more tinkering must be done on my part for that.

THIS IS A SIGNATURE. I swear.
Chris Redfield 2008
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Posted: 30th Jan 2012 03:41 Edited at: 30th Jan 2012 03:42
@ The Zombie Killer- Is it a crime to say that I am turned on by this? This is amazing! Excellent Work!!!!!!

Where in the world is Charlie Ruckus?

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