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FPSC Classic Models and Media / A question about Model Pack 54

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007
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Joined: 22nd Aug 2011
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Posted: 1st Feb 2012 01:51
Hello folks,

I just would like to know if using model pack 54 scripts alongside with the achievement maker is possible to us create a complex mission objective system, like those seen in Goldeneye 007 Wii.

I am talking about a real mission system, with specific objectives to complete inside a level, not just simulating it.

In example, in level one the mission objectives are as follow:

1- Deactivate Security Cameras
2- Collect the dossier
3- Plant bombs in the wharehouse
4- Sabotage the Satellite Antena
5- Protect the scientist

and the like.

But i mean that the level will only be complete after completing those objectives, and not just by reaching the win zone.

And if one objective is failed (in example, scientist is killed), the mission fails.

And the player can always check the mission status by pressing a specific button, looking which objectives were completed.

Is possible do this with MP 54?

Cheers,

007

Goldenye 007 N64
007
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Posted: 2nd Feb 2012 10:39
Guys,

If you think this info is valuable, i would like to share.

I can say, WOW, Model Pack 54 is awesome.

I spent yesterday playing with it, also i played with TST App Center (Achievment Creator).

I never thought it was so easy to create our custom achievments.

In fact, yes, this achievment system can be used to create a complete mission objective system.

If you follow the instructions of the MP 54 Manual, you will see that when creating your own achievments, you have 2 types of achievments: Standart and Collectable.

The collectable achievment consist in collecting specific items, and the standart is triggered (activated) by a activateifused command (or trigger). In example, pressing a switch will activate the achievment entity that is in your map (in our case, the mission objective).

In fact, all this mission system is about activate the IFUSED field.

In example, yesterday i opened the Achievment Creator, and created a custom achievment (mission objective) called "Destroy Security Camera".

So after i created this achievment, i inserted the achievment entity in my map, alongside with the achievment check node (read the MP 54 documentation).

So i placed the bond1 security camera in my map, i turned it explodable and on it`s destroy script i selected "destroyandactivate.fpi", and on it's IFUSED field, i typed the name of my achievment destroy camera, and voila!!

When i ran the test, i pressed caps lock to show the current achievments (mission objectives) and there was my newly created objective.

So when i shoot at the camera, destroyed it, and the achievment was completed!!!

So you can see that the achievment system runs arround the activateifused script, action, however it uses variables (both global and local) to store the status of those achievments (mission objectives) and show them on screen.

And with some script working, and a lot of creativity, you can create a complex mission objective system like seen in Games like Goldeneye 007 for Nintendo wii (one of the best FPS games in my opinion)

So this Achievment System is simple, easy, fast and works PERFECTLY!!!

Thanks Cyborg Art for this AWESOME piece of work.

P.S: I think this Achievment System (not all the model pack) should be integrated in FPSC, because is very important to a FPS game have those achievments, and not just shoot to kill.

Best Regards,

007

Goldenye 007 N64
Ross tra damus
3D Media Maker
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Location: Looking to Escape London
Posted: 2nd Feb 2012 11:32
007

Thanks for the Info, I,m sure it will help/inspire many others in their game making.
Good luck with your 007 project.
maho76
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Location: universe-hub, playing the flute
Posted: 2nd Feb 2012 11:55 Edited at: 2nd Feb 2012 11:56
Quote: "I think this Achievment System (not all the model pack) should be integrated in FPSC, because is very important to a FPS game have those achievments, and not just shoot to kill.
"


same for the darkAI of modelpack 53 and the shaders and content of metro-theater-pack, and all the mods out there.


that is why you can buy modelpacks.

give the creators of such cool features the chance to earn some money with it.^^

007
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Posted: 2nd Feb 2012 15:10
Ok maho,

You are right, there is nothing wrong with the creators earn some money with their creation, this even inspire them to make more cool things for us, FPSC users.

Cheers,

007

Goldenye 007 N64
007
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Posted: 2nd Feb 2012 15:11
Rostradamus,

I`m happy you find this info usefull,

Cheers.

Goldenye 007 N64
maho76
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Location: universe-hub, playing the flute
Posted: 2nd Feb 2012 15:30 Edited at: 2nd Feb 2012 15:31
yeah, this is basically the price to pay for fpsc´s lowprice. when you wanna do something special, you have to invest more than 20 bucks.

... it sounds completely lunatic every time when the words fpsc, engine, game development and 20€ come together in one sentence.^^

the price for the awesome-filled basic package is SOOOOO low, no one here will die to pay some extras for some specials.

and yes, this package is very cool to add something special to your game, so very usefull that you give a little description what you can do with it.

so,

Cyborg ART
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Location: Sweden - Sthlm
Posted: 3rd Feb 2012 14:31
Great to see that you are able to use MP54 for something it wasn't designed for from the beginning!


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007
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Posted: 3rd Feb 2012 16:15 Edited at: 3rd Feb 2012 16:36
Yes Cyborg Art,

My dear friend,

You gave me an initial idea to make a complex mission system.

Look to what i have done so far.

I created a personal folder for my game (not using The Scary Thinker).

So what i am doing. I am using your "achievmentcheck" script as a main mission status checker.

I created a folder in scriptbank called "mymissions", and inside this i created "mission_1", "mission_2", and so on.

For each mission i am using a separeted "achievmentchek", called mission.fpi.

In each mission fpi i declare the variables that will store the mission objectives (Ac1, Ac2, Ac3), and inside the map i place an entity that will be the activator node, that will run the mission objective script. So in example, my destroycamera.fpi (mission objective) will be the main script of the activator node, and for each objective there will be an activator node, just like your achievements.

And the way to force the player to complete all the objectives is simple by using the gamescore variable. For each objective i determine a score point (in example, 5 objectives, each one 20 points give the total of 100 points - i mean 100%).

And the in the win zone i just will put a condition to check if the player reached 100% (all objectives completed), and if so, mission complete!!!

Easy, simple and very cool.

I have a project of creating a fan game of Goldeneye 007 (the wii version), but this will be i think for the end of year. I won`t begin this project until i master FPSC and 3dsmax.

Thanks for all the support,

007

BTW: Do you know about an inventory system using the stock the Engine? I just want a simple script that will just show the itens the player collected and his current weapons. I don`t want a MOD (RPG MOD). And also this doesn`t need to be a selectable itens inventory, just to show what itens the player collected

Goldenye 007 N64
Cyborg ART
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Location: Sweden - Sthlm
Posted: 3rd Feb 2012 19:18
You surely show the spirit a true gamedeveloper needs.
I know that you will go far with whatever you do in life

Quote: "BTW: Do you know about an inventory system using the stock the Engine? I just want a simple script that will just show the itens the player collected and his current weapons. I don`t want a MOD (RPG MOD). And also this doesn`t need to be a selectable itens inventory, just to show what itens the player collected "


I dont really know, but it wouldnt be too complicated to create. It depends on how "hardcoded" you want it.


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