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FPSC Classic Models and Media / waypoint following

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Lon
20
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Joined: 12th Feb 2004
Location: Big Ass Castle
Posted: 15th Feb 2006 19:26
Can regular dynamic entities follow a waypoint somehow or do they have to be the character type entities?

It seems only characters can follow paths. I want some moving geometry in my game, but if they are characters, they sway and move and flop around when bumped into by the player or other characters.

It doesn't make for a very nice moving platform. It seems logical you could use a standard dynamic entity for such things.

Am I mistaken and simply doing something wrong? Even though my dynamic entity doesn't require any animations, maybe I need one bone and at least one empty animation?

Lon

[url=http://www.chiselbrain.com]
Lon
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Joined: 12th Feb 2004
Location: Big Ass Castle
Posted: 15th Feb 2006 21:25 Edited at: 15th Feb 2006 21:25
Bump. Has anyone been able to achieve what I was asking about above?

[url=http://www.chiselbrain.com]
uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 15th Feb 2006 21:43 Edited at: 15th Feb 2006 21:44
Yes Lon I have entities which follow paths successfully that are not AI enemies.

I have both a train which follows a path and it is completely solid and immovable from its path. If it collides with the player for instance it will push the player along in front of it.

I also have barrels which move along a path successfully.

Both these objects are simple .x file entities and have no bone or animation attached.

So yes it is possible.

You have to play around a bit with the physics and other settings to get them to work, other than that I cant see what else would prevent any x.file entity object following a path.

The barrels for instance use the follownorotate.fpi and dont have physics applied. Static = No : Is immobile = No

Playing around with the settings should get you a result. I always test stuff out in test levels as it saves loads of time in compile when constantly testing in big levels.
Pantaloon
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Joined: 14th Jun 2005
Location: About two blocks East
Posted: 15th Feb 2006 21:49
so you could set up a fake wall peice to move bakcward instead of break or fall over. so if you hit enter it will unvial a passage?

Imagination is the gateway to freedom, fore in the confines of our mind we hold endless space and time.
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 15th Feb 2006 22:02 Edited at: 15th Feb 2006 22:02
Yes its possible. Just insert "plrdistwithin" and "plrusingaction" to that waypoint script.

-Half Death- A game like Half Life 2 in progress...
gps
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Joined: 16th Dec 2004
Location: England
Posted: 15th Feb 2006 23:00
Lon, you might want to have a look at the AntiGrav Platform entity that comes with FPSC. It just sits wherever you put it until you give it a waypoint to follow, then it's off on its way (ahem). Examining it's .fpe file might provide clues as to what makes it tick.

Entity Library> scifi> scenery> lifts> anitgravplatform

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