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FPSC Classic Product Chat / How many weapons are there

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MaddA ChieF
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Posted: 25th Dec 2004 01:16
How many weapons are there in fps creator? It would be cool if it had about ten in each theme with the acception of extra model packs. Also, how many weapons can you hold in your inventory and can you limit it?

Thanks
Richard Davey
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Posted: 25th Dec 2004 02:18
Not sure of the exact amount right now, but it's quite a few - more than 10 I'm certain.

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MaddA ChieF
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Posted: 25th Dec 2004 03:28
Yay ... more than 10 weapons! I needed to know that.
Thanks Richard
MaddA ChieF
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Posted: 25th Dec 2004 09:17
How hard is it to make your own custom gun from scratch???? Plus can a gun have differant firing modes like semi auto, full auto, burst, or grenade??


<--just play it smooth...

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David T
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Posted: 26th Dec 2004 01:12
Quote: "Plus can a gun have differant firing modes like semi auto, full auto, burst, or grenade??"


Don't think so. There is sniper mode.

From scratch you need several specific models of the guns that you then specify. I haven't tried it yet.

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MaddA ChieF
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Posted: 27th Dec 2004 13:39
Thanks for the info

"One duck. One shot. One kill"
Ali M Oldboy
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Posted: 30th Dec 2004 06:37
What weapons are there?
Can you give us a detailed list?
And also the enemies?

Cheers,

Ali M - Nukesoft

Nukesoft :: Explosive Games ::
David T
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Posted: 30th Dec 2004 17:17
Your usual fare. Pistols, Uzi, WW2 guns, then a few scifi ones.

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Chimera
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Posted: 30th Dec 2004 17:48
scifi: Did you copy(and made little adjustements)guns from existing games like Halo2, unreal tournament, ... or are they unique?

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David T
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Posted: 30th Dec 2004 19:17
It's just a bunch of made up ones realy - sub machine gun, shotgun etc.

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Ali M Oldboy
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Posted: 30th Dec 2004 19:54
Cool, thanks for telling me!

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Noah
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Posted: 30th Dec 2004 22:11 Edited at: 30th Dec 2004 22:13
Some questions:

1.Will grenades be supported at all?
2.Can you make/import your own weapons?
3.And (I didn't get this clearly from DavidT's post) will most of the guns be standard things that you'd find in most video games?
4.Are there special guns that stand out and you wouldn't find in most video games?
5.With the weapons, is there/can you have recoil?
6.Can you have weapons with infinite ammunition?
7.Can you make the bullets have a special animation on contact with something? (ex. a little green bullet that wraps around the enemy on contact and squeezes them to death like a boa constrictor)

And some questions not related to weapons:

1.Will FPSC support cheat codes?
2.Can you jump?
3.Can you adjust the jumping strength/height?
4.Once exported as a standalone file, can there be mods and upgrade packs made to it?

That's a lot of questions, but Thanks!
David T
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Posted: 30th Dec 2004 22:41
1. Don't know, might be.

2. Yes.

3. Yes.

4. Not really. Just your usual fare.

5. Its already built into the weapon model.

6. Might be one of the settings, haven't looked.

7. I think that's a bit far fetched

1. Don't know, probably not.

2. Might be able, I think I've seen it in there.

3. Don't know.

4. No.

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Noah
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Posted: 30th Dec 2004 22:52
Thanks. And about the mods/upgrades, I could just edit the FPSC file a bit so it's "modded" or "upgraded" and give that out as a replacement.
Cloud of Crows Studios
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Posted: 31st Dec 2004 02:17
David T - first I want to thank you a lot for the many questions you have been answering. It's really very cool of you to post and it's helpful (although you don't always give the answers I want to hear heh )

I wish other beta testers would chime in, but I respect that TGC may not even want this kind of dialog right now.

You probably can't answer much on this, but could you look at this thread and tell me if *any* of this seems plausable given the current build of FPSC you are working with:
http://forum.thegamecreators.com/?m=forum_view&t=43814&b=21

Thanks much!
IanM
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Posted: 31st Dec 2004 07:19
Rob pretty much summed it up in that thread, which is why no-one else has added anything.

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MaddA ChieF
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Posted: 31st Dec 2004 07:54
Kinda changing the subject here but I remember readng somewhere in the fourm you can't dual wield... is it true?
Cloud of Crows Studios
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Posted: 31st Dec 2004 08:55
Quote: "Rob pretty much summed it up in that thread, which is why no-one else has added anything."


Ummm no I don't think Rob summed it up.

Quote: "Judging by Lee's diary the answer to most of those questions will be No for the Early Adopter release."


I've read through Lee's diary as well and I don't see where it answers or trumps ANY of what I asked. Also (and no offense to Rob), but I wanted someone who is using the program - Lee or a beta tester to chime in and not just some random conjecture... which I can do plenty of myself. Hence why I have asked... again.

Sorry Ian - I'm not trying to be a PITA. I'm trying to get a straight answer. If the answer is "no" then so be it, but I would like someone who is *using* the program and has access to the scripting system to weigh in. Thanks.
Chimera
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Posted: 31st Dec 2004 18:19
Don't flame me plz, but where is this diary? I've searched but couldn't find it...

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Richard Davey
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Posted: 31st Dec 2004 19:50
Quote: "1.Will grenades be supported at all? "


They are one of the weapon types.

Quote: "7.Can you make the bullets have a special animation on contact with something? (ex. a little green bullet that wraps around the enemy on contact and squeezes them to death like a boa constrictor)"


No.

Quote: "1.Will FPSC support cheat codes?"


Not in the EA release, no.

Quote: "2.Can you jump?"


Yes, and crawl.

Quote: "3.Can you adjust the jumping strength/height?"


No.

Quote: "4.Once exported as a standalone file, can there be mods and upgrade packs made to it?"


Not really.

Super Joe crack combat soldier fights a long battle against overwhelming odds.
Anime civil
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Posted: 1st Jan 2005 08:08
Gernades can be supported if you know how to program and if you know how to control the physics engine. First of all, you need to specify what object will be created let's say on keypress. I'm not familliar with the language that Dark Basic and FPSC uses, but they are mostly all the same. On key press event, let's say "A", obj_gernade is created. In the actions event of gernade, it is programmed to go forward at the creation event, and of course the physics are added to make it fly up and hit the ground. You then specify int he coding that when it goeson collision with anything solid, is changes into obj_blowup, which in that case will be the blow up "model", which can be invisible and will create particles to make it look like it blew up. Anything that goes on collision with those particles will lose health.

Animecivil
Anime civil
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Posted: 1st Jan 2005 08:11 Edited at: 1st Jan 2005 08:13
EDIT:

QUOTE:
7.Can you make the bullets have a special animation on contact with something? (ex. a little green bullet that wraps around the enemy on contact and squeezes them to death like a boa constrictor)



That also relates to the particles. You create green particles, set the transparency at about 70%, and make obj_bullet create 50 of those particles around it every 0.2 seconds



EDIT: OPPS, sorry did nto read it. I thought you wanted particles to be coming out of the bullet, like a little fire effect to show how fast th ebullet goes. Sorry, my bad :p

Animecivil
David T
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Posted: 1st Jan 2005 19:07
Quote: "Kinda changing the subject here but I remember readng somewhere in the fourm you can't dual wield... is it true? "


Yes.

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Noah
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Posted: 1st Jan 2005 21:21
Quote: "Gernades can be supported if you know how to program and if you know how to control the physics engine. First of all, you need to specify what object will be created let's say on keypress. I'm not familliar with the language that Dark Basic and FPSC uses, but they are mostly all the same. On key press event, let's say "A", obj_gernade is created. In the actions event of gernade, it is programmed to go forward at the creation event, and of course the physics are added to make it fly up and hit the ground. You then specify int he coding that when it goeson collision with anything solid, is changes into obj_blowup, which in that case will be the blow up "model", which can be invisible and will create particles to make it look like it blew up. Anything that goes on collision with those particles will lose health. "


If grenades are one of the weapon types, then won't this be pre built in and already scripted for you? You'd basically just have to assign the grenades a key to fire on.
David T
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Posted: 1st Jan 2005 23:23
I don't know whether Animecivil has used FPSC, but what he's suggesting can't be done at the moment. There isn't a physics engine yet

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MaddA ChieF
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Posted: 2nd Jan 2005 00:20
Quote: ""Kinda changing the subject here but I remember readng somewhere in the fourm you can't dual wield... is it true? "

Yes."


Thanks David T
Major Payn
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Posted: 2nd Jan 2005 05:10
But can you atleast change certain properties of the weapon effects, like what if I wanted the mussel flash of my gun to be blue, is that possible? Or what if I want the grenades explosion to be green or something?

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Anime civil
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Posted: 2nd Jan 2005 09:24
Quote: " Or what if I want the grenades explosion to be green or something?"


Remember, particles . Or at least a model tht is animated to explode in green, lol

Animecivil
David T
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Posted: 2nd Jan 2005 17:04 Edited at: 2nd Jan 2005 19:23
I *think* you may be able to change muzzle flash.

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