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FPSC Classic Product Chat / Help Please - Pearl Harbour

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AMF Productions Founder
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Joined: 11th Oct 2010
Location: Toronto
Posted: 18th Jul 2012 22:25
In my game, I am making a level where you are in Pearl Harbour, I am wondering how to make it so that there is airstrike simulation with explosions in different areas loooping with sound, and with maybe some planes flying in the sky? I do not know how to do this, can somebody please help me get on the right foot?

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Troutflies
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Location: Stuck outside my map.
Posted: 18th Jul 2012 22:57
Well the planes are easy enough you just need the models and change them to dynamic(if they are not already)

Set a way point and a path for the plane to follow. Be sure it;s at the heightor altitude you want it over the game area. place the plane on the starting point and change the main to follow. Oh an make sure the isimobile filed is set to no.
I maybe missing a step, but thats pretty much it.

Two ways I can think of to do the explosions. you could trigger two decals to appear, say fire and smoke. But unless you really tweaked the decals themselves would be real realistic. I am sure there is another way to do it.
The Storyteller 01
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Posted: 18th Jul 2012 23:08 Edited at: 18th Jul 2012 23:09
When commercial games are doing something similar, this its very expensive, takes 100ds of manhours and is mostly done in cutscenes.

My advice is to rather show the aftermath of an airstrike with fires, smoke and debris. If you want to make THIS look convincing and your map actually resemble anything like Pearl Harbor, then you'll still be busy until christmas.

I am not teasing you, the research to recreate even a tiny part of a historical battle site takes several weekends and since the stock US soldiers are completely useless for a Pearl Harbor scenario you'll need another couple of weekends for the retexture work. Btw, I recommend the British stock soldiers as a base since the US forces used their steel helmet prior to entering WW2.

In case you find my grammar and spelling weird ---> native German speaker ^^
AMF Productions Founder
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Location: Toronto
Posted: 18th Jul 2012 23:40
Thank you for your answers, Story I am planning on making it so there is fires and stuff but theyre are still some explosions. And thank you for your suggestions, and Trout thanks for the plane idea, never though of that

Also, maybe for the explosions, would setting something explodable, setting a spawn life to a, barrel for say, and make it so when you step in a trigger zone it will destroy the barrel? Could someone help me out and clarify how to do this?

Once again, thanks.

~ AMF Productions


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Bugsy
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Posted: 19th Jul 2012 01:09
I did mortars once by spawning invisible objects with spawnlives of 1 when the character enters a zone.

zirath
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Location: cedar falls iowa usa
Posted: 19th Jul 2012 17:50
i kinda have an idea but im not sure if it will work barrel as you said and make it so it has explodable on make it so it can respon (misspelled) withen a certain time and also make it so when it respawns it explodes and have keep doing that ones in defrent areas all with a different timing till it respawns


my idea is kinda dumb but it was an idea that i had as soon as barrel was mentioned


good luck
A dude
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Posted: 20th Jul 2012 03:05
The explosion part is pretty easy. Just add some explosion decals and use this script

Next, add trigger zones and choose the script "plrinzoneactiveused" in the main. You can probably add explosion sounds when the decal runs.
I'm working on how to make the plan move in the air.
TriSpefear Studios
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Location: Dallas, Texas, USA
Posted: 20th Jul 2012 05:55
This is a great idea... I'll look if i can script it

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
A dude
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Posted: 20th Jul 2012 17:21 Edited at: 20th Jul 2012 17:21
Sorry about that script it was the wrong one! Use this script:
zirath
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Posted: 20th Jul 2012 20:33
yeay i figured my idea was bad sorry

zirath
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Posted: 20th Jul 2012 20:33
i meant yeah not yeay

A dude
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Posted: 20th Jul 2012 21:52
You could have just edited your post instead of posting twice.
zirath
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Posted: 20th Jul 2012 23:29
sorry i didnt see "edit post" i guess i need to paymore attention thanks

A dude
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Posted: 21st Jul 2012 16:40
I have an idea about the planes. Get an invisible floor segment and an airplane model. Make the airplane a character by adding "ischaracter" to the .fpe file. Move a few layers up, add some invisible floor, put the airplane on the floor and use a waypoint. Make sure you select the "follow" script for the main of the airplane or it won't do anything.
Try it.
AMF Productions Founder
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Posted: 23rd Jul 2012 07:19
Yeah, the only problem is, I tried that with a boat before, and the boat followed the waypoint sideways...

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Troutflies
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Posted: 24th Jul 2012 01:18
@AMF

That happened to me with a vehicle, I am trying to recall what I did to fix it. It is possible, I may have adjusted the orientation specs in the fpe. My vehicle was folloing the waypoint just backwards.
A dude
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Posted: 24th Jul 2012 01:36 Edited at: 24th Jul 2012 01:38
Quote: "That happened to me with a vehicle, I am trying to recall what I did to fix it. It is possible, I may have adjusted the orientation specs in the fpe. My vehicle was folloing the waypoint just backwards. "


When I was testing out my idea, the plane was following the waypoint backwards too!
AMF Productions Founder
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Posted: 24th Jul 2012 05:06
Can a mod, or experienced FPSC user help us out here with this problem please?

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