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FPSC Classic Scripts / Remote Control

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Fluffy
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Posted: 20th Dec 2007 15:43 Edited at: 20th Dec 2007 16:07
Using a altered tank script by Erltlov i have made a remote control script!!!

To make the script work correctly set your rc vehicle to:

Main = rc.fpi
Ismmobile = No
Physics On = No
Always Active = Yes

Controls:
H= turn left
J= forward
K= turn right

You may alter this script however you want!!!

I think it works best by using Errant AIs sentry bot!

Attached is the script and instructions

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Seth Black
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Posted: 20th Dec 2007 18:42
...hey, this is pretty cool, Fluffy.

Thanks,

Seth Black


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Fluffy
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Posted: 20th Dec 2007 19:46 Edited at: 20th Dec 2007 20:46
@ Seth Black: Its a pleasure

Using the script: Trigger a door when object is placed by Conjured Entertainment featured in Nickydudes Hits 'n Tips guide you can use the RC bot to move a box onto the pedestal to open a remote door

So the bot, box and pedestal could be unreachable but you can see them through a window but you need to get through a remote door so you use H,J,K to operate the RC bot to push the box onto the pedestal and open the door!!!

Just something I found out its really cool!

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xplosys
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Posted: 20th Dec 2007 23:34
Very cool indeed, and a great puzzle addition to any game. Thanks for sharing.

Best.

Seth Black
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Posted: 21st Dec 2007 00:39
...tinkering with it. Added a little more control over the bot...I'm leaning towards Errant AI's LAW Sentry Bot...

I'll be creating a pickup, and a HUD display, for the player.

Having a little bit of a problem getting it to fire his weapon, upon a keystroke.

Little bit different situation than a typical ally script. Some looping that I can't quite figure out.

I had it up to 4 states, but couldn't get it to allow me to command the bot to fire his weapon. I cleaned up what you see here. It works rather well.



Xplosys. Any thoughts?

We'll get there!

Thanks,

Seth Black


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Stoopid
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Posted: 21st Dec 2007 04:59
Sweet! An RC. Cant wait to try this out.

Fluffy
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Posted: 21st Dec 2007 09:24 Edited at: 21st Dec 2007 09:25
Im glad to see people expanding on this!

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xplosys
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Posted: 21st Dec 2007 15:30
Here is your script with the FIRE option. Nice job on this and even more useful.



Best.

Fluffy
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Posted: 21st Dec 2007 16:14
Wow

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Seth Black
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Posted: 21st Dec 2007 20:09
Quote: "Here is your script with the FIRE option. Nice job on this and even more useful."


...greatly appreciated. I was in the vicinity, but still off, with what I was attempting to use.

I've already got the art for a remote control pickup completed. Worked on that last night. I'll get it all together, and should have something to upload later today.

Thanks,

Seth Black


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Yoad Fototototo
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Posted: 21st Dec 2007 20:55
So, you could control that poor Nazi's feeble little mind? Mwahaha...
I think j=left,i=up,k=back,and l=forward, with u or o as fire would be a better, more comfortable way of controling your new pet Nazi.
This is going to change up WWII a lot!

Avoid eye contact...
...if no eyes, avoid all contact.
Seth Black
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Posted: 21st Dec 2007 21:40 Edited at: 21st Dec 2007 21:45
Quote: " ...think j=left,i=up,k=back,and l=forward, with u or o as fire would be a better..."


...have at it. Whatever works for you. Any keys can be assigned by the user.

I used the keys that I did because they're in a tight, isolated cluster together, and real easy to find during gameplay.

For those who are following along, here's the most current incarnation of this script. There's couple new features in there now:



Nazi? I don't see the connection, Yoad Fototototo.

Thanks,

Seth Black


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Yoad Fototototo
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Posted: 22nd Dec 2007 01:07
If it works with all the characters, then you could do all sorts of cool mind-control things instead of radio control. Hasn't everyone want to control a Nazi's mind. Well, that's probably just me, but you can't deny how cool it would be. And why stop with Nazis? Aiko, skeletons, rolfy's pitcrawler... All could be under my control.

Avoid eye contact...
...if no eyes, avoid all contact.
vorconan
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Posted: 22nd Dec 2007 01:37 Edited at: 22nd Dec 2007 01:42
Not sure if this will be of any use to anyone, but I just made a hud image for the robot if anyone is interested. The code change should be nothing more than this :



Note - Remember to place the image in Files\languagebank(Your FPS Creator Language)\gamecore\huds. I haven't tested the script, since I don't use FPSC anymore, it's just an occasional testing program or level designer, so feel free to correct any part of it.

Here's the image anyway, enjoy.





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Seth Black
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Posted: 22nd Dec 2007 18:18 Edited at: 22nd Dec 2007 18:23
...shouldn't use the "I" key. That'll trigger invulnerability in the player.

That's a fine addition, indeed. I'll be posting a remote control pickup, with HUD, later today. Folks can pick and choose from the options.

Thanks,

Seth Black


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vorconan
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Posted: 22nd Dec 2007 18:31
Quote: "That'll trigger invulnerability in the player"


Lol, yeah I guess. But not when it's built.



CoffeeGrunt
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Posted: 22nd Dec 2007 19:52
THis is excellent, i might use this on Rolfy's big bot, have it chase down Col X, lol.

AaronG
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Posted: 22nd Dec 2007 22:40
Wow, this is awesome!

So, is it possible to make a WWII or Sci-fi entity controllable. Like, in the script insert a command that when on key press, not only move the object the certain distance, but play the "walk" animation as well. And when moving side to side, strafe animation? And, (I'm guessing) since you already accomplished shooting, also play an animation (default bip) of the character shooting.

Obviously you would have to make the character an entity, with a gun already in his hand and delete (for ram's sake) the other animations not needed.

Great Work!
-AaronG

Seth Black
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Posted: 23rd Dec 2007 03:37 Edited at: 24th Dec 2007 05:49
@All,

Greetings. Here's my latest incarnation of the script, and a remote control pickup & HUD image.

These are the main features of this script:

1. approach and activate the bot,

2. control every movement of the bot from up to 500' away,

3. command bot to fire upon enemies with its Bazooka, or LAW Rocket weapon. If bipedal, Grenades or Glaive may also be used.

4. If the bot leaves radio range, all contact will be lost. Returning back into the 500' range, control is once again established.

5. The stock FPSC walking animation is now utilized, allowing use of this script with bipedal robots.

6. If used, the Remote Control pickup entity, or uncommented out script, will create a Remote Control HUD display, enhancing the experience for the player.

If the bot is destroyed, the Remote Control HUD image will disappear. This gives the player a quick and accurate way to know the bot's status, and eliminates the player having to look at a remote control, after the bot's gone.

7. Because computers can have breakdowns at the worst possible times, if the bot receives enough damage, it will attack the player without warning, becoming a hostile enemy.

Please read the included ReadMe file for installation and usage.

Enjoy!

Thanks,

Seth Black


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Seth Black
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Posted: 23rd Dec 2007 10:52 Edited at: 23rd Dec 2007 19:38
...an absolutely flawless illusion is acheived, if you:



In this configuration, the player can walk right up to the bot, but unless he/she has picked up the remote control, nothing will happen...the bot will just sit there. Once the player has picked up the remote control, the bot will become active, when the player approaches.

Here's a copy of the DESTROY.fpi script used, if you need it.

EDIT: You know, the more I thought about it, the more I realized that it would probably be a very good idea to make the health of the first bot (destroy.fpi script) a zero, just in case the player got trigger happy. Look kinda stupid if it sprang back to life later.

Thanks,

Seth Black


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CoffeeGrunt
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Posted: 23rd Dec 2007 11:10
Nice one Seth, This RC is getting better and better!

Fluffy
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Posted: 23rd Dec 2007 11:45
Please Seth Black can you change the controls to the Num Pad like
forward= Num 8 etc.

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Seth Black
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Posted: 23rd Dec 2007 11:56 Edited at: 23rd Dec 2007 11:57
...here you go, Fluffy. This should help you to tweak the keys to your liking!




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Fluffy
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Posted: 23rd Dec 2007 12:41
Seth somehow the the Bot doesnt die??? Could you help me

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xplosys
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Posted: 23rd Dec 2007 16:19
Seth Black, you really got into this one. It was interesting to see it develop into such a useful tool. Making the player think and interact with his environment is what makes the game worth playing. The remote looks sweet.

Thanks.

Seth Black
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Posted: 23rd Dec 2007 19:45
Quote: "Seth somehow the the Bot doesnt die??? Could you help me"


...it doesn't? Hmmmn.

Are you using the Destroy.fpi script method? If so, is it possible that you inadvertantly made the second bot (Remote Control4.fpi script) invulnerable, too? Its health should be set as a normal, destroyable entity.
Quote: "
It was interesting to see it develop into such a useful tool. Making the player think and interact with his environment is what makes the game worth playing. The remote looks sweet."


...thanks for the feedback, xplosys. It's appreciated. I was please with the way the remote turned out, too.

Thanks,

Seth Black


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Seth Black
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Posted: 24th Dec 2007 05:45
@All,

Here it is, the very last version of the script...Remote Control5.fpi...

Newest features:

strafing animations now in place for left & right turns

options whether to use reload animations or not

attacks with all exploding projectile weapons can now be made by both wheeled & bipedal bots, without mishap

This file has been updated in the previous posts.


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CoffeeGrunt
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Posted: 24th Dec 2007 11:47
This is great,Seth, this RC just gets better and better!

Seth Black
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Posted: 25th Dec 2007 22:39 Edited at: 25th Dec 2007 22:40
...glad you approve, coffee grunt.

That's the last I'm doing to this particular script. If anyone else wants to tweak or add on to it, have at it!

I am going to play around with the possibility of a variant that allows the illusion of a fully player-controlled sqad.



We'll see how that goes. If I can get decent results, I'll start a new thread.

Thanks,

Seth Black


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darimc
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Posted: 26th Dec 2007 01:46
Wait, if you can do all this, then technically, 3rd person is possible in fpsc.

join the x games forum: http://www.fps-x-games.com

lozza
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Posted: 28th Dec 2007 20:53 Edited at: 28th Dec 2007 20:54
Hey! I put about 10 robots down, and changed the script bit to walk up to them to activate them. When i pressed foward (home) it looked like an army of robots. Well done all, keep up the good work!!! Gr8 addition to FPSC!

Gr8 idea by Fluffy, btw!
Gunn3r
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Posted: 31st Dec 2007 08:19
Works like a charm. This would be great for an area that the player couldn't reach but the bot could. Thanks Seth for the updates to the script and thanks to Fluffy for the idea!

[url=http://gunn3rgames.zxq.net]
[/url]
Disturbing 13
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Posted: 31st Dec 2007 08:28 Edited at: 31st Dec 2007 08:31
Quote: "technically, 3rd person is possible in fpsc"

indeed,you could just assighn the movement keys to your own; It would only be one weapon but you would also have to find a way to keep the charachter directly infront of the player. Anything like that possible? Also you would have to somehow disable the mouse.

rolfy
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Posted: 31st Dec 2007 08:48 Edited at: 31st Dec 2007 08:50
I animated the tracks and mounted camera for one of Errant's bot's a while back if he were to pop in and say it was okay I would release this for folks who want it.
It would require only one animation be called.


sps999
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Posted: 31st Dec 2007 20:30 Edited at: 31st Dec 2007 21:01
Well, if you're playing above the bot with invisable floors and have the moving commands the same as yours. The mouse could just be a camera. Then it could be 3rd person.

Seth Black
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Posted: 31st Dec 2007 20:42 Edited at: 31st Dec 2007 20:51
...great to see that this is still sparking creative juices.

Ain't had time to do much with it yet, but I've got an idea I want to try, regarding
mock squad play within FPSC x9.

I'll make a new post, if it yields good results.


Widow 13 - Coming Spring 2008
sps999
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Posted: 31st Dec 2007 23:50
My robots don't work!*gasp*

Anyway, My robots will not do anything. I followed all the directions but when I press the keys they will not move the bot and yes, I trie every single key on the keyboard. (Except Escape)

xplosys
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Posted: 1st Jan 2008 00:45
Either your robots are union or your computer doesn't support robots. Try it again after the holiday.

Best.

Cyborg ART
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Posted: 1st Jan 2008 13:35
Thanks for the great script!!! And the bot aims automaticly on a entity !

Seth Black
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Posted: 1st Jan 2008 20:56 Edited at: 1st Jan 2008 20:57
Quote: "My robots don't work!*gasp*"


...you're overlooking something. Go back over your steps. It's something simple, to be sure.

Quote: "Either your robots are union or your computer doesn't support robots. Try it again after the holiday."


...could very well be the case.


Widow 13 - Coming Spring 2008

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