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FPSC Classic Product Chat / Lightgun / Railshooter Project - Problem with associateplayer on flatform/lift V118/V119

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Anymore
14
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Joined: 22nd Jan 2012
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Posted: 8th May 2012 00:13 Edited at: 9th May 2012 13:00
hi FPSC community

let me first explain my goal ...

long time ago i build cinemas, one time i visit some company there build video shooting systems for the army and police
since that time, i'm very fascinated by these systems
but the costs are to much for endusers like me ...

all the jaers this was behind my brain and now im finish with a system, that can detect a softair shoot on all kind of screen, place the mouse-cursor to that point and after the click (shoot), place back the cursor

in fact, nothing special but to deal all the parts of system wide game-hotkeys, multimonitor setups (PC-Monitor and beamer), the special reload functions from the different games as well make it to something special (to my baby ...)



yes, this is my living room ...

unfortunately, the genre lightgun shooter is dying out ...
i create a list of all the pc-based games like virtua cop, moorhun or all the browser games, and i see since a long time nothing new

but now, with a FPSC game i think i can change this, i try out how to make a "rail-shooter" game to bundle with my system

but the devil sits next to me, his name are "antigraph platform" ...

in my demo-version game the script from the verry well written Gunn3r tutorial works well, but since i buy the FPSC system and a updated to v118 and v119 the platform or the lift slide away under my feets ...

when i used

- associateplayer
- plrmoveto

the platform follow his waypoints without the player and when i used the command

- plrdistfurther=41

the player jumps all 41 units to the platform / lift

i think, something has changed in this versions ...

without this commands, the player falling down the platform after some time, and this is a kill for all rail-shooter games ...

someone can help me out ?

another thing ist the "center the screen" after each shoot, my system check the point i shoot, the FPSC game goes very quick to this point and kill the enemies (1-2 frames/sec) but i want to try to increase the performance when not I but the game say: "mouse go back to the center view"

all my trying to use these commands in combination with mousestate=1

$CPX - Camera’s position in x-axis,
$CPY - Camera’s position in y-axis,
$CPZ - Camera’s position in z-axis,
$CAX - Camera’s angle around x-axis,
$CAY - Camera’s angle around y-axis,
$CAZ - Camera’s angle around z-axis,
$MMX – Mouse movement in x direction,
$MMY – Mouse movement in y direction,

has no results. someone have used this commands quite well ?

sorry for my bad english. my bottles of mothermilk was stamped made in germany ...

many thanks in advance for any kind of help

greetings to all

anymore
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 8th May 2012 16:53 Edited at: 8th May 2012 16:55
erstmal hallo an dich, sind sogar recht viele deutsche hier unterwegs. ausserdem gibts noch die deutsche community (www.fps-creator.eu), nur zur info.

so to get on your problem, with the new version v119 there are actions implemented to force playermovement by script directly. i have attached the new script-commands out of the v119-competition-thread so you get an overview. i never worked with them yet, but maybe you can script your own. if not, ask your questions in the scriptboard, and you will get help.

another way to force the player staying on the plattform is to model a border around it that the player cant move off the plattform.

and last but not least, if its really a problem in the new version: stay with v1.17. sounds stupid, but use what works best for you. just for the last hope^^

gz

p.s.: i dont have to mention that this is a very cool project you are working on. i loved virtua cop and the first house of the dead on sega saturn and later dreamcast. so go on, sound like fun to create this on your own.

Anymore
14
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Joined: 22nd Jan 2012
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Posted: 9th May 2012 12:59
hallo maho76

danke für die info und für die command-list v119

thanks for your help, i update again to v119 and again the platform don't run well ...

i think i have to make some segment with a border on top the platform. but all existing models i try, example the ashtray, don't hold strong enough on top the platform. when it is to heavy, then the platform don't run but it stop the player, when it is to light, the ashtray falling down ...

i try to replace the platform to some service-platform with a border around, but this border don't hold the player ...

all other things i have prepare already, invisible player-gun, no crosshair inside the screen, one shoot one kill, a shoot on a medikit on the wall will increase the health (just for the show ..., the respawn on a sliding platform i think is impossible ... )

maybee for this platform problem i found onetime a solution, but the time ...

many thank for all

greetings anymore
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 9th May 2012 16:19
have you tried these in combination?:

plrforcemove=X – if positive, turns on auto move forward for player, a negative value forces an
auto move backwards as if the appropriate

plrspeedmod=x where x adjusts the player speed by X%

moveplrx=x - adds a one off X to players X velocity
moveplry=x - adds a one off X to players Y velocity
moveplrz=x - adds a one off X to players Z velocity

plrrotatex=x - rotate camera angle x to X
plrrotatey=x - rotate camera angle y to X

would mean row-scripting for the whole level, but should work.

or

entitycam - moves camera to entity position, using entities rotation?

Anymore
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Joined: 22nd Jan 2012
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Posted: 11th May 2012 23:49
thanks maho76 for your inputs

first i check that more or less all kinds of platforms can follow waypoints but at now, no ones can hold the player really

i build now a platform with a border around, the player inside can't slide out

second i set up a triggerzone with the follow commands inside the main-script plrinzone.fpi

:state=1,mousestate=1:setvar=$CAX 0,setvar=$CAY 90,setvar=$CAZ 0

this set back the player view to zero very quick without problems. but to quick ... the shoot don't go to my mouse-coordinates, it goes after the left mouse button command (the shoot) inside the zero point. thats mean first the player-look goes back to zero, then the shoot comes.

now my ask, i have to work with some delay before i set the player-look goes back to zero or give some variable after each shoot i can validate before i set the player-look to zero (command inside the triggerzone)

i hope this was to understand ...

maybee someone have a tip, commands to check the shoot action i don't found inside the script syntax list

many thanks for all the help

greeting

anymore
Anymore
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Posted: 13th May 2012 09:39
okay, i know, this is a special kind of area ...

but maybee someone plays around with kinect or wii etc. to build a lightgun shooter or something similar

this script let you shoot everywhere on the screen and after the shoot, the player looks straight forward to the center of the screen. this runs very quick. this week i test how much the player notice this quick jump from the center to the shoot-area and back to the center with my beamer projection

when this is quick enough then it is possible to create pc-based "lightgun-style" games

greetings

anymore

plrinzone.fpi modification

;Artificial Intelligence Script
;Header
desc = Plr In Zone and after shoot look to center
;Triggers

:always:crosshair=0

:state=0,plrwithinzone=1:activateallinzone=1,state=1
:state=1,mousestate=1:state=2
:state=2:plraction=1,state=3
:state=3,mousestate=0:plrrotatex=0,plrrotatey=90,state=1
Anymore
14
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Joined: 22nd Jan 2012
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Posted: 16th May 2012 13:52
hi community
( okay, a two men thread community ... )

i have build a platform with a border around the player stay inside. but it seems really like them, that FPSC turns from polygon-collision to box-collision when the platform is dynamic ...

and again, the player slides out from the platform, when the platform follow the waypoints ...

someone can help me out with this points ?

the commands / script to associate the player to the platform don't work anymore in the version 118 / 119

- associateplayer
- plrmoveto
- plrdistfurther

or with

dynamic entities with polygon-collision ? ( maybe some mod ? )

many thanks for all the help

greetings anymore
Anigma
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Posted: 17th May 2012 22:29
Hi Anymore,

You're not the only one who is looking for a reliable way to create a rail shooter. I have v119 also and can confirm the platforms do not work. I have a possible solution that I thought of today (and haven't had a chance to try yet) but I warn you this will be some pretty advanced scripting. But maybe you and I can experiment on this together.

I'm thinking of using trigger zones with logic loops, along these lines:

1. Start the player pointing at trigger zone 1.

2. In that zone, the script will remain in state 1 until the player reaches it. When in state 1, make the player walk forward.

3. When the player reaches it, change the state to 2 and activate the ifused, which will be set to trigger zone 2.

4. Rotate the player slowly towards trigger zone 2.

5. When the player is facing trigger zone 2, change the state in trigger 2 and destroy trigger 1. Now the process can repeat until the player reaches trigger 2.

When it's time to spawn enemies, then instead of spawning the next trigger, you spawn the enemies, then the last one standing can spawn the next trigger and so on.

Again, it's just a theory and I haven't tried to implement it just yet, but it may give you something to start with. If I get it working I'll post the scripts in a separate thread.

It compiled! Ship it!
Anigma
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Posted: 18th May 2012 19:06
Hi anymore,

An update for you. Bad news is my idea with triggers just didn't want to work consistently. It takes too long for FPSC to realize that I've reached the trigger and to stop walking, and then from there it just gets worse until the player is stuck walking into a wall endlessly. Blah.

The good news is that platforms have been fixed in version 1.20, so this is a temporary problem that will be resolved as soon as v1.20 is released.

It compiled! Ship it!
Anymore
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Joined: 22nd Jan 2012
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Posted: 18th May 2012 21:42
hi anigma

that are really good news ...
but your "workaround" was not a bad idea
i try out this weekend to move the player view in 1 grad steps to the left and right ( 180 grad steps ) i hope this is smootly enough.
then i can look around when the platform touch some trigger zones.

i think i can wait to v1.20, it have enough other interesting parts we can try

thank for your effort, have a good time

greetings anymore
Anigma
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Posted: 21st May 2012 20:33
Hi anymore,

Here's a link to a version that has the platforms fixed. It was a mod that I requested (the command I wanted added didn't work but I noticed that platforms worked in this one): https://forumfiles.thegamecreators.com/download/2351330

Worth a try. Simply back-up your old FPSC-GAME.exe (rename it to FPSC-GAME-OLD.exe) and then put this one in it's place. It should suffice until the official version is released.

Good luck!

It compiled! Ship it!

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