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FPSC Classic Product Chat / Cosmic Creature help

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PeteB
13
Years of Service
User Offline
Joined: 22nd May 2013
Location:
Posted: 18th Jul 2013 00:36
I didn't know where to ask this but seeing as Cosmic Prophet visits the site, I was hoping to find an answer here.

I have downloaded the Community Scifi pack(s) as well as Cosmic Prophet's various Scifi packs from Northern Fox Media (thanks fellas) and have run into a bit of a snafu. One of Cosmic Prophet's characters - Cosmic_Creature uses a main people script named hl2zombie.fpi for the attack on the player. Does anyone know what that script contained for animation calls ? as I'd like to use that entity in my project.

I've tried mixing and matching various scrips from ones found in the script forum but the creature in question just walks up to the player with either no attack animation or a part animation that's not quite complete.

Thanks.

My software doesn't have bugs...It just develops random features.
BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 19th Jul 2013 00:49
Quote: "I have downloaded the Community Scifi pack(s) as well as Cosmic Prophet's various Scifi packs from Northern Fox Media (thanks fellas) and have run into a bit of a snafu. One of Cosmic Prophet's characters - Cosmic_Creature uses a main people script named hl2zombie.fpi for the attack on the player. Does anyone know what that script contained for animation calls ? as I'd like to use that entity in my project."


When Cosmic made the creature, he had assigned the particular script just because that is what he assigned it to. Unfortunately, it was one that he had and not in the pack. You could email Cosmic directly since the creature has quite a few animation frames.

Another thing you can do is what we do. Open the X file in Fragmotion and run the animations. Note the keyframes and check the FPE for the character. For example, using "animate=1" in a script runs frames 210-234, etc. Once you note all the frames, you have an idea to what each "animate=#" does.


There's no problem that can't be solved without applying a little scripting.

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