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FPSC Classic Product Chat / Make Random People?

Author
Message
Black Terror
18
Years of Service
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 7th May 2006 05:12
How can I make random soilders run out and get shot? Thanks for any help.

Black Terror
Official Website
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op89x
18
Years of Service
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Joined: 28th Feb 2006
Location: Naptown
Posted: 7th May 2006 05:48
Use FPSC.

Avaric Entertainment
Team Leader/Lead Developer
Freddy 007
19
Years of Service
User Offline
Joined: 30th Nov 2004
Location: Denmark
Posted: 7th May 2006 06:05
Quote: "Use FPSC."


I didn't know you could 'make' random people run around and get shot in FPSC...

op89x
18
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Joined: 28th Feb 2006
Location: Naptown
Posted: 7th May 2006 09:35
Well, the question breeds many more. For example, how do you define "random?" The word seems to have so many meanings these days, unfortunately. And who will be shooting these people? Or did he simply want to show a cutscene?

Avaric Entertainment
Team Leader/Lead Developer
BIG computer geek
19
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Joined: 22nd Jul 2005
Location: Manchester, UK
Posted: 7th May 2006 21:27
if you can script, increase the damage in hurt zones and make it only hurt enemys

The 'Ghastly Panic' Is in production as 'Version 2'

Black Terror
18
Years of Service
User Offline
Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 8th May 2006 13:42
I think that I figured somthing out. Thanks.

Black Terror
Official Website
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uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 8th May 2006 13:59
You could achieve the appearance of randomness by using the spawn feature setting different characters at variable distances from the player and using triggers in differing locations to spawn them activated as the player moves around and touches the triggers. Setting varying amounts of delay time on each character would add to the random appearance. If different scripts were used for some characters then further random type behaviours could be scripted in.

Lastly of course you could use different looking characters though I dont know if thats what was meant.

Les Horribres
18
Years of Service
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 9th May 2006 02:21
and create a script baised on random behavior... Originally I implemented a similar idea into AI v 1.0, although I don't think it worked too well...

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 9th May 2006 18:52 Edited at: 9th May 2006 18:56
The random=x condition could be used to call activated states which cause the spawns of various characters.
If you edit the characters FPE files to call each other in a loop then they could use the random=x to shuffle.
They would either spawn or call the next one to radomly decide to spawn or call the next one and so on.
It would cycle through until a random match was made to call the spawn.
Get it?


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uman
Retired Moderator
19
Years of Service
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Joined: 22nd Oct 2004
Location: UK
Posted: 9th May 2006 19:34
Sounds good conjured,

I get it in principle.

I'm having enough problems with trying to get resonably simple character interactions and behaviours between them and the player and their environment.

Wish we all had your undoubted scripting knowlwedge and expertise or it was just easier

Nothing is easy I guess when it comes to character AI.

Les Horribres
18
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 9th May 2006 23:25
Quote: "Nothing is easy I guess when it comes to character AI."

Au Contrair, AI is easy... it is getting FPSC to like it that is hard.

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.

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