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FPSC Classic Product Chat / Idea for headshots

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RedneckRambo
18
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Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 4th Feb 2007 23:09
I have an idea for headshots, although I'm not sure if it will work. Could it be possible to model the head and body as separate piece and place the head on the body?! Give the head a destroy script that when the head is dead it kills the body. And vise versa on the script. Has this been tried? And could it be possible?

Tiggle Bitties

RedneckRambo
18
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Location: Worst state in USA... California
Posted: 4th Feb 2007 23:34 Edited at: 4th Feb 2007 23:35
Please tell me if you have tested this before.

Dangit this was a test to see if the sig came out right, and i didn't copy the whole code, lol.

IMG]http://i162.photobucket.com/albums/t251/DaJenkins/PhoenixSig.png[/IMG]
RedneckRambo
18
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Location: Worst state in USA... California
Posted: 4th Feb 2007 23:36 Edited at: 5th Feb 2007 04:28
another test, sorry for this.

Gosh, dangit, it came out huge. I have to resize it now.

[EDIT]

RedneckRambo
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Location: Worst state in USA... California
Posted: 4th Feb 2007 23:38 Edited at: 5th Feb 2007 04:28
Again, another test.

Okay that is good.

[EDIT]

Candle_
18
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Joined: 29th May 2006
Location: kindergarten
Posted: 5th Feb 2007 02:18 Edited at: 5th Feb 2007 02:18
its to big


MY FPSC FILES
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 5th Feb 2007 02:59
yeah script Like That would be really helpful like In resident evil 4.
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 5th Feb 2007 03:07
yea, that is still too big, also you don't need to post again, when you change your sig, just use the edit button.


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RedneckRambo
18
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Joined: 19th Oct 2006
Location: Worst state in USA... California
Posted: 5th Feb 2007 04:22 Edited at: 5th Feb 2007 04:28
Quote: "yea, that is still too big, also you don't need to post again, when you change your sig, just use the edit button."

Oh, I didn't know that would matter. I guess I'll resize it again.

[EDIT]

There I think that is a much better size.

Bloodeath 6 6 6
19
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Location: Sierra vista in indonesia
Posted: 5th Feb 2007 05:00
regardless, how would you get the head to stay perfectly symetricial on the body?

You'll Know When You See It.

Death has no end
RedneckRambo
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Location: Worst state in USA... California
Posted: 5th Feb 2007 05:22
Quote: "regardless, how would you get the head to stay perfectly symetricial on the body?
"

Yeah, I was thinking that. It's a start though isn't it???

Pus In Boots
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Location: S.M.I.L.E. industries
Posted: 7th Feb 2007 23:40
Wouldn't it mean only the head would die?

I know I keep changing my signature, so what?
RedneckRambo
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Location: Worst state in USA... California
Posted: 8th Feb 2007 00:46
Quote: "Give the head a destroy script that when the head is dead it kills the body. And vise versa on the script."

That is all I have to say since it was in my original post. I don't think it would work though because of what bloodeath was saying. It was just an idea though.

Matt Rock
19
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Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 8th Feb 2007 05:25
I'm going to edit the source code in DBP and just fix the headshot issue that way. Or at least I think I'm going to, hehe. For me, FPSC is an engine designed for the sheer purpose of me tinkering with source code . Anyway, if I can figure out how to fix this in DBP (I don't think it should be too hard, but I'm saying "if" just in case), then with Lee's permission I'll post the segment of code I wrote to fix the issue. I'm not sure how many of you will be able to make good use of that, but it's the best I can do


"In an interstellar burst, I'm back to save the universe"
RedneckRambo
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Location: Worst state in USA... California
Posted: 8th Feb 2007 05:55
I would find it useful. That's for [user edit] sure.

Matt Rock
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Location: Binghamton NY USA
Posted: 8th Feb 2007 23:35
I'll do my best. I'm probably going to play around with the source this weekend, saturday and sunday probably. But this fix wouldn't help anyone who doesn't own a copy of DBP, unfortunately. I'd basically be breaking up the collision detection and creating different strike zones that way, but I don't think it would be too easy (not impossible by any means, but it'll probably take me some time). Anyway, I'll try to keep you all up-to-date on any progress I can make


"In an interstellar burst, I'm back to save the universe"
filya
18
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Joined: 23rd Aug 2006
Location: USA
Posted: 8th Feb 2007 23:47
Quote: "this fix wouldn't help anyone who doesn't own a copy of DBP, unfortunately"


when (if ever) you come up with a fix for the headshots, you can always compile a new exe using your DBPro and all the others can use that exe.

-- game dev is fun...but taking up too much time --
Deathead
18
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Posted: 9th Feb 2007 00:06
I'd love to blow some ones head off what a shame. Wait! It could happen!LOL

Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 9th Feb 2007 01:22
I already thought about this. It's the same thing I used for headshots when attempting to make a game in 3D Game Studio. I'm not sure you can do it with FPSC. You would need to have conditions such as:

moveleft=X
moveright=X
movefront=X
moveback=X
moveup=X
movedown=X

And then you would assign the body the smart script where it calculates the A.I., and have the head just move in the direction the bodies moving.

But this sounds like a Feature Creep - ish post, so I'll stop.

Matt Rock
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Location: Binghamton NY USA
Posted: 9th Feb 2007 04:00
I wouldn't be able to release the EXE though, that would be equivilent to giving away copies of FPSC for free... can't do that . I'd only be able to post a code snippet containing the function that fixes the issue, and then the place where you'd put the call for that function. But this all depends on if I can even figure out how to fix it, hehe.


"In an interstellar burst, I'm back to save the universe"
empty
22
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Joined: 26th Aug 2002
Location: 3 boats down from the candy
Posted: 9th Feb 2007 04:08 Edited at: 9th Feb 2007 04:09
Quote: "I wouldn't be able to release the EXE though, that would be equivilent to giving away copies of FPSC for free... can't do that . I'd only be able to post a code snippet containing the function that fixes the issue, and then the place where you'd put the call for that function. But this all depends on if I can even figure out how to fix it, hehe."

You can release the executable, because the source code does only contain the game engine and no parts of the editor. In fact if you take look at one of the stickied threads on the FPSC Showcase board, you'll notice that I've released a modified FPSC executable and no-one has arrested me (yet ).
Also the readme states:
Quote: "2. You CANNOT make a 'game engine' for the purpose of selling it as an engine."


FredP
Retired Moderator
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Location: Indiana
Posted: 9th Feb 2007 12:34
empty is right.

Encrypto Studios
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Joined: 18th Dec 2005
Location: Virginia
Posted: 14th Feb 2007 18:06
you could have it somethig like
if obj_bullet.collision = head_jont then die_person

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[/IMG]
Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 14th Feb 2007 21:04
If a character model uses 'limbs' then that means the head is a seperate limb. Within Dark Basic Pro, someone could make it so that if you shoot at the head limb of the model then that makes the enemy die straight away, I don't know if this could work but it's what I would do if I was programming an FPS in Dark Basic Pro.

Evil 5partan
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Joined: 15th Feb 2007
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Posted: 16th Feb 2007 05:20
what modeling program do you use? if you use 3ds max u can make regions and then make a script so that the "head" region only needs 3 shots while the "body" region takes 5. i just found out about fps creator, so don't ask me how to do it.
Encrypto Studios
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Joined: 18th Dec 2005
Location: Virginia
Posted: 16th Feb 2007 16:27
i use truespace 3.2, but i have not animated anything for fpsc yet.

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