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FPSC Classic Scripts / Hockeykid's Ally script

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Hockeykid
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Posted: 23rd Jan 2009 03:33 Edited at: 30th Jan 2009 01:55
Ok well here it is. For a few days now I've been working on this ally script i think it came out pretty good. (In my opinion)
Updates will come when new additions are requested.

Update v1.1
New ally health (displays ally's health next to players from 100-0)
Small bugs/glitches fixed
retrieve your ally from a further range
Ally sounds thanks to pride.
Comments are appreciated

Remember the ally folder that is in files in the download goes into the files root.

install directions same as before

~~~~~~~Controls~~~~~~~~~
F-makes your ally follow when not in combat.
H-makes you ally hold his position when not in combat.
Your ally will engage in battle when you shoot the enemy.
~~~~~~~Important (Directions)~~~~~~~~
Name the ally ally
Apply the ally_main.fpi to the allies main script spot.
Apply the ally_shoot.fpi to the allies shoot script spot.
Apply the ally_fadecorpse.fpi to the allies destroy script spot.

Name the enemy enemy

Apply the enemy_main.fpi to the allies main script spot.
Apply the enemy_shoot.fpi to the allies shoot script spot.
Apply the enemy_fadecorpse.fpi to the allies destroy script spot.

Do not touch the other scripts

Last thing is to enjoy

P.S. report any bugs

]

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Flatlander
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Posted: 23rd Jan 2009 04:50
Hey, glad to see you have it to where you like it. Will check it out soon. Cheers.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Red Eye
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Posted: 23rd Jan 2009 14:43
nice contribution, keep the good work


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Hockeykid
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Posted: 23rd Jan 2009 21:40
Thanks guy's


Quote: "Hey, glad to see you have it to where you like it"


yeah took some thinking but i got it.

By the way comments are welcome.

]
Nickydude
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Posted: 23rd Jan 2009 23:28
Quote: "By the way i am looking for a "yes sir" or "affirmative" or a "right away sir" sound that i could implement when you ask the ally to hold his position or follow."


Do you want that like over a radio system?

Hockeykid
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Posted: 23rd Jan 2009 23:31 Edited at: 23rd Jan 2009 23:31
nah like a person's saying it to you. "a clean noise"

Btw do i have to post pics for a script?

]
meteorite
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Posted: 24th Jan 2009 00:53
This is impressive, you have become an impressive scripter in such a short time. I have attempted AI, and have failed MISERABLY! Now I have to try allies, although I don't think I can top this control scheme, simplistic and effective. Problem is, does it shoot through walls? I havent tested yet.


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Hockeykid
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Posted: 24th Jan 2009 01:25 Edited at: 24th Jan 2009 19:01
Quote: " Problem is, does it shoot through walls?"


As far as i know no but then again i didn't check that but i will.

EDIT: he doesn't shoot through walls but he attempts to.

]

meteorite
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Posted: 25th Jan 2009 00:14
that's what I meant, but don't be discouraged, just keep up the work. You have already come further than many scripters around here.


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Hockeykid
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Posted: 25th Jan 2009 05:19
Thanks and their will eventually be a solution.

]

meteorite
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Posted: 25th Jan 2009 17:06
Btw my gamertag is meteorite1209 Ima send you a request


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Hockeykid
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Posted: 25th Jan 2009 17:27
alright ill be on later

]

Pride
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Posted: 27th Jan 2009 18:29
Looks great! Nice to see some variety 'round these parts.

Oh, you say you want some voices? I recorded some for you if you want 'em. DL attached.

- You know you're curious

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Hockeykid
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Posted: 27th Jan 2009 21:42
thank you this will be added in the next update.

]

TGPEG
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Posted: 27th Jan 2009 21:56
Quote: "EDIT: he doesn't shoot through walls but he attempts to."


Keep your chin up. Even in commercial console games, (by which I mean COD:5) I regularly see characters shooting through walls.

Plystire
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Posted: 27th Jan 2009 22:31
Yeah, everyone remembers the AI shinnanigans when Crysis came out, hahaha!

You'll get it down one day.


The one and only,


Hockeykid
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Posted: 27th Jan 2009 22:47
Quote: "You'll get it down one day"


is their a way to avoid it from happening?

]

Plystire
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Posted: 28th Jan 2009 09:24
Not using the official version, no I can't think of a way... someone else may be able to, though.

Sorry.


The one and only,


Hockeykid
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Posted: 30th Jan 2009 01:45 Edited at: 30th Jan 2009 01:59
Update v1.1
New ally health (displays ally's health next to players from 100-0)
Small bugs/glitches fixed
retrieve your ally from a further range
Ally sounds thanks to pride.
Comments are appreciated

install directions same as before


Download above

]

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Conjured Entertainment
AGK Developer
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Posted: 30th Jan 2009 03:35 Edited at: 30th Jan 2009 03:38
Hey hockeykid, I noticed you used the following line over and over in the allyshoot script...

:varequal=0:runfpidefault=1



You should only need that once, because placing it in a state without a state as a condition doesn't make it part of the state.

So, in other words, that line is doing the same thing over and over, because just one of them checks it in every state because it is a stateless condition.

Am I making any sense?

Anyway removing the extras will save you on your scripts line count for future expansion.

Hockeykid
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Posted: 30th Jan 2009 03:44
thanks i figured that out after all of the hud stuff. anyway did you like it?

]

Conjured Entertainment
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Posted: 30th Jan 2009 03:48
I have not set it up, I'm still reading the scripts. (looks complex)
I'll probably come back and study them when I have more time, but I will test it now.

Hockeykid
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Posted: 30th Jan 2009 03:58
ok tell me how it goes

]

Conjured Entertainment
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Posted: 30th Jan 2009 04:12 Edited at: 30th Jan 2009 04:12
This is really cool.

It seems to work better when I set the ally to Always Active.
There seemed to be a key entry detection problem because he sometimes hesitated to take his order.
Also the enemy got hung a couple times when trying to decide whether to shoot at me or him.

Over all though it is an excellent start, and I am sure this is something you will be adding to and improving over time.

Well done.

meteorite
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Posted: 31st Jan 2009 03:36
Displaying the allies health must take a LOT of scripting

I see people shooting thru walls in COD 4/5 also


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Dar13
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Posted: 31st Jan 2009 05:30
but in those games those walls you can shoot through.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Hockeykid
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Posted: 31st Jan 2009 15:28
Quote: "Displaying the allies health must take a LOT of scripting"


yeah it did it took about 4 days and three rewrites

]

Dar13
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Posted: 1st Feb 2009 00:07
jeez that's alot of scripting right there. good work though!

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Hockeykid
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Posted: 1st Feb 2009 00:31
thanks for all of the nice comments

]

FallenRT
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Posted: 1st Feb 2009 19:43
I'm using your script and am loving it. Thanks and keep up with the good work
meteorite
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Posted: 1st Feb 2009 22:44
3 rewrites? I woulda given up by then lol


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
General Jackson
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Posted: 1st Feb 2009 23:06
will the allies kill the enemy?


It is well that war is so terrible or we should grow too fond of it- Robert E Lee
meteorite
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Posted: 1st Feb 2009 23:07
yep


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
General Jackson
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Posted: 1st Feb 2009 23:11
neato.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Hockeykid
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Posted: 2nd Feb 2009 03:28
Quote: "I'm using your script and am loving it. Thanks and keep up with the good work"


I'm glad your enjoying it

@all Any one have request for me to put in the script?

]

Wazoo117
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Posted: 4th Feb 2009 21:38
Does the ally follow you around? Or follow waypoints? Or free roam?

"There are very few problems in life that cannot be solved by the proper application of high explosives"
meteorite
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Posted: 4th Feb 2009 22:17
follows the player


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Hockeykid
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Posted: 18th Feb 2009 03:48
anyone want some updates??

]

Tempest
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Posted: 22nd Feb 2009 01:59
um, sorry for the necromancy here, but for some reason my computer will not dowload .rar files, if its possible, can you put it in .zip format?
The Fps Creator rocks!
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Posted: 24th Feb 2009 15:07
Will it kill the enemy?

I can't texture. I'm not an artist.
angusm3
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Posted: 6th Mar 2009 17:25
can you re-post the install instructions? i can not find them anywhere
swamidude
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Posted: 28th Mar 2009 14:04
Hey, I love this script, just perfect for my game.
I have a question, does the character always follow you around? Or do you have to click the F key?
Because a nice addition would be if the character always followed you around, helpful for the forgetful gamers like me, who may forget their ally a few rooms back!

Shiv

There is nothing to fear in life... except your mum!!
Crusader2
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Posted: 28th Mar 2009 15:36
I'd reccommend that you add some different variations. Like an ally that will shoot with a machine gune, etc. Same with an enemy. Love the script!

Best,
Crusader2

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Hockeykid
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Posted: 28th Mar 2009 18:13 Edited at: 28th Mar 2009 18:15
Ok to answer some questions

yes he does kill the other enemy
The install instructions are on the first post
And give me a minute and ill make it a zip and post the download on this post

crusader a bit more of an explanation please because i would love to add new features


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swamidude
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Posted: 28th Mar 2009 18:46
Nice stuff Hoceykid, but is there a way that the ally can kill multiple enemies with different names? Because I need to trigger spawn some enemies for my game.

Thanks,
Shiv

There is nothing to fear in life... except your mum!!
Hockeykid
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Posted: 28th Mar 2009 18:58 Edited at: 28th Mar 2009 19:00
uhh yeah the way i would do it so when the enemy spawn set like globalvar=38,setvar=1

and then at the bottom of the shoot script for the ally do something like

:varequal=1:settargetname=enemy2 which might work

But if your enemies are gonna be spawned right near each other hence a big battle then in the shoot scrip

change

:state=0:setvar=50,timerstart,settargetname=enemy

to

:state=0,random=25:setvar=50,timerstart,settargetname=enemy

and under it add

:state=0,random=50:setvar=50,timerstart,settargetname=enemy
:state=0,random=75:setvar=50,timerstart,settargetname=enemy
:state=0,random=100:setvar=50,timerstart,settargetname=enemy


immortal
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Posted: 10th Apr 2009 09:02
sorry , the allier follow me , he can hide me , so he dont attack the enemy . where are the problem??
Hockeykid
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Posted: 18th Apr 2009 00:01
The ally will attack the enemy when you shoot at the enemy.

I'm working on updates such as multiple targets if anyone has some suggestions please please please tell me.

General Jackson
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Posted: 18th Apr 2009 01:14
could you make it where you dont have to engage the enemy in combat for them to shoot, because in my game it takes only 1-2 shots to kill an enemy

My Soldier Front Account name is: Baddude32
Whats yours? I want to know!
Hockeykid
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Posted: 18th Apr 2009 01:30
when you say them do you mean allies? I can try a new method but i'm not sure.

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