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FPSC Classic Product Chat / another waypoint problem

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Terminator
14
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Joined: 17th Apr 2012
Location:
Posted: 29th Apr 2012 23:49
everyone keeps telling me that if i want to make an enemy follow a waypoint then attack me, i should put Pace10. but when i put pace10, the enemy just stands in its spot and does nothing.
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 30th Apr 2012 00:50
I can place a stock WW2 character, set my waypoints, assign the script pace10.fpi to the character, and it will attack me as it should.

Perhaps you could outline your steps you are using and be a bit more specific so we can try and help you. Such as a screenshot of the layout in your editor, what character, where you assigned the script, does the character have a weapon assigned to it, what version of FPSC you running, etc.


Twitter: @NFoxMedia
TriSpefear Studios
14
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 30th Apr 2012 01:49
Are you creating the mini-waypoints that connect to each other?

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
SpaceWurm
14
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Joined: 11th Nov 2011
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Posted: 30th Apr 2012 03:53
The problem could lie in the "enemy" model you are using.

If you are using a non-stock or custom model you will need to adapt pace10 to suit the animation sequence of your enemy model.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Northern
15
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Joined: 5th Nov 2010
Location: Brazil
Posted: 3rd May 2012 00:06 Edited at: 3rd May 2012 00:08
Hello Terminator,

Quote: "everyone keeps telling me that if i want to make an enemy follow a waypoint then attack me, i should put Pace10. but when i put pace10, the enemy just stands in its spot and does nothing."


In fact, if in your game level, there are way points perhaps the AI computer-controlled character will remain still and will ignore the lasting way points nodes if you are using the original script pace10.fpi and that ruins the game play experience. In short, if the enemy has spotted you, then it will stops.

I made a little modification in original pace10.fpi and named pace10_mod and another modification in original shootclose.fpi called shootclose_mod.fpi

Why does modify a shoot script if the problem it was with pace10.fpi script?

Because both work together, I mean if you replace the shoot script for other one, even using the same way points your game play, and the bots behavior will change a lot as well, and the results might be very weird.

Furthermore, I made a very simple game level example named "chase_and_kill_house_level.fpm" showing those modified scripts in action using just standard or stock assets shipped with FPS Creators; you may find them in the following link (approximately 545 KB):

http://dl.dropbox.com/u/64612150/Example_killhouse_level.zip


Besides please note those script modifications and the game level application example are miles away of the perfections, however, are fair, in my opinion.

That's it!

I hope this may help in some manner.

Greetings,

Northern

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