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FPSC Classic Scripts / [LOCKED] Ally Script Revive

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Gamer X
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Location: Planet X
Posted: 18th Sep 2008 01:59
Quote: "u should remove the jump feature or at least make the distance farther"


I put that to allow you to move your ally into high spots. The distance is there to make it look like you are giving your ally a boost.

Quote: "he jumps really high and gets stuck in the ceiling"

I have had this problem to, except it only happens when he is close to the ceiling.

Quote: "can change the damage the ally does in the ally script"


No this is not a problem. Just change the damage his weapon does.

Note: In case you didn't know. the weapons used by the player and enemy always need a "reference" weapon to draw changes off of.

Quote: "when i use the retreat key its the same as move to my location "


That is the distance restrictions being used. to rid youself of it just remove the ",plrdistfurther=100" in this part of the script:


Quote: "thanks for the script works better then other ones ive used"


Your welcome and thanks for the comment.


Shadowed Gamer
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Posted: 24th Sep 2008 17:59
YAY! finaly a working ally script! Thank you!

Play it or don't, simple. No need to have a mardy.
Gamer X
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Posted: 1st Oct 2008 05:53 Edited at: 1st Oct 2008 05:53
NOTE: In case people are still looking for the ally script. It has been moved to my web site: www.freewebs.com/crazymonkeygamers/


The Proost
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Posted: 2nd Oct 2008 00:44
nice script !
New Guy
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Posted: 2nd Oct 2008 01:21
I'm having a problem with it. I changed one of the guys scripts to the ally script but he doesn't shoot any of the enemies. I'm sure there is an etremely simple solution but i don't know what to do because i'm new.

Wats a goon to a Goblin?
Gamer X
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Posted: 2nd Oct 2008 03:06
@ New Guy
Quote: "How to set up your ally and enemy tutorial (no modified versions of the scripts)

By: Gamer X

1.Get Ally V6
2.Put the items in the corresponding folders
3.Start up FPSC and make a level with 1 ally and 1 enemy

Setting up your ally:
1.Right click on your ally
2.Change the name to “ally”
3.In the main field place the Ally V6.fpi script
4.Click accept changes
5.Ally done

Setting up your enemy:
1.Right click on your enemy
2.Change the name to “AI”
3.In the main field place the enemy_main.fpi script
4.In the shoot field place the enemy_shoot.fpi script
5.Click accept changes
6.Enemy done

Extra Info:
The view cone no longer matters
If you are looking to change the controls, they are located at the top of the script.

To change the way he reacts to enemies:
1.There is no way to make him shoot the enemy if he sees him.
2.If he is shot by an enemy, he automatically attacks"



Bibo4PC
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Location: Middle Earth
Posted: 17th Oct 2008 23:56
i installed the mod and tried everything u said but it doesn't work, the ally looks shaky and when i get close to it moves horizontally as if it's flying, am i doin sth wrong?
TY
Bibo4PC
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Posted: 18th Oct 2008 13:53
i got it to work when i updated to the last version, i just have one question though, can i remove the ally's health from the bottom?
ty..
Ghost thing
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Posted: 19th Oct 2008 07:41
There's a few glitches. When I press Z he reloads then goes into the standing animation. The gun flash is appearing at the wrong location. When I press J he flies off the map.
Gamer X
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Posted: 19th Oct 2008 08:12
Quote: "can i remove the ally's health from the bottom?"


Yes you can, just open the script up and remove all the lines that start with :health= at the bottom.

Quote: "When I press Z he reloads then goes into the standing animation. The gun flash is appearing at the wrong location. When I press J he flies off the map."


Have you used it with the latest version? if so, then I will look into it.


Ghost thing
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Posted: 19th Oct 2008 11:10 Edited at: 19th Oct 2008 11:17
Gamer X. I am using FPS Creator 1.08 S4 mod. I tried your script again and now he doesn't even shoot when I press Z.
Plystire
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Posted: 20th Oct 2008 11:14
@Ghost Thing:

This script relies on the latest official version of FPSC. You will need to be using at LEAST V1.09 of FPSC to have the ally system work as intended. And I'm afraid that all Mods of FPSC are based around the V1.07 source, meaning that this Ally system will likely not work with Mods.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Ertlov
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Posted: 24th Oct 2008 00:26
It works fine with my EFX modded 1.08, only the animation of my ally is somehow strange...

Come to where the madness is:
http://www.homegrowngames.at
Gamer X
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Posted: 24th Oct 2008 03:31 Edited at: 24th Oct 2008 03:35
When I first created the ally script I had V1.09, but I used all original coding, with the exception of "settargetname=x" due to the fact that ply found the action. When I released V6 of the script I had V1.13. Other than the Version of FPSC I used, the coding is V1.00 FPSC fpi commands with the exception of "setargetname=x"


Plystire
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Posted: 24th Oct 2008 08:17
I see, then I stand corrected.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Ghost thing
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Posted: 29th Oct 2008 10:24 Edited at: 29th Oct 2008 10:25
Quote: "@Ghost Thing:

This script relies on the latest official version of FPSC. You will need to be using at LEAST V1.09 of FPSC to have the ally system work as intended. And I'm afraid that all Mods of FPSC are based around the V1.07 source, meaning that this Ally system will likely not work with Mods. "

I understand, but can this script be configured to target multiple enemies with different names? Say a group of enemies is called AI and another group is called AI2 can you use some sort of variable checker? If this isn't the case then you can't spawn different groups of enemies with trigger points.
Plystire
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Posted: 29th Oct 2008 21:36
I'm sure you could rescript it to work with more than one name. Shouldn't be too hard, right?


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Gamer X
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Posted: 29th Oct 2008 22:39
Actually you can set it to swap between multiple targets.
The enemy script has the enemy switching between you and your ally at random times, and the ally script can be edited to allow switching between multiple enemies.


fishy
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Posted: 29th Oct 2008 23:19
Do you need this for X10? or is this built in?
Gamer X
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Posted: 30th Oct 2008 04:32 Edited at: 30th Oct 2008 06:04
@fishy
X10 has this feature built in
These scripts are for X9

@ everyone else
V7 to be released soon
features: script separated into 2 scripts for easier management, includes a tutorial on how to have the ally target multiple enemies with different names, and a tutorial on how to regulate gun fire.
Demo of the ally scripts in action here. I know about the slight glitch during the movie and some of the glitches with the ally scripts.

The X has spoken.


Gamer X
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Posted: 2nd Nov 2008 03:34 Edited at: 2nd Nov 2008 03:36
Version 7 Released

The updates
Change the one script into two scripts
added new free roam feature to ally
added multi-targeting feature to the ally
included two tutorials on how to add more targets and change the rate of fire.

The link for the download is on the first page at the bottom of the first post.

I am so excited that I will eat a carrot or two


Gamer X
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Posted: 26th Nov 2008 04:59
I have BUMP this up do to recent requests for this script.


Seth Black
FPSC Reloaded TGC Backer
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Posted: 26th Nov 2008 16:30
...nice work.

Greatly appreciated...


Red Eye
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Posted: 26th Nov 2008 19:42
Thanks man,

I can learn about it...


Red Eye Productions © Copyright 2008
MK83
FPSC Reloaded TGC Backer
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Posted: 27th Nov 2008 19:57
download link on your page doesnt work.


[href][/href]
Gamer X
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Posted: 27th Nov 2008 20:55
links fixed


MK83
FPSC Reloaded TGC Backer
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Posted: 27th Nov 2008 21:34
Great, thanks


[href][/href]
CDT Plant
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Posted: 28th Nov 2008 18:40
does your ally only follow the player cos i want an ally that gards an area or follows waypoint but not controlled by the player. and do u think fps creator could include an ally script in there next update or modelpack.
i need help
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Posted: 28th Nov 2008 21:40
Will yo be including a melee script for allies because when you announced version 4 was coming you said:

"Right now I am working on V4 of the ally script plus I will be making variations for the ally script such as a sniper ally, melee ally, etc..."

Just wondering
Gamer X
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Posted: 28th Nov 2008 23:04
Quote: "does your ally only follow the player"


No, I
Quote: "added new free roam feature to ally"
so he will just wonder around, but the script will have to be edited to follow waypoints.

Quote: "do u think fps creator could include an ally script in there next update or modelpack"


Most likely not until v2 is released and probably not then either

Quote: "Will yo be including a melee script for allies"


I postponed that work for a game I am working on, but will come back to it soon.


CDT Plant
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Posted: 3rd Dec 2008 18:21
could u plz make a scripted where the ally just stands and shoots at nearby enamys or crouchs and shoots enamys cos i dont want the plr in control i wanted it so the the allys where defending an area so that the plr has a safe zone and i can add in the storyline. i was hoping u could do that for me plz as i know nothing about scripting im trying to learn but its comfusing.
Gamer X
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Posted: 3rd Dec 2008 21:42
The ally sniper script somewhat dose that but I will make one.


Gamer X
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Posted: 4th Dec 2008 01:59
Ok here is what you requsest, but First I assume you downloaded V7 ally scripts.



Now you place this in the main field and place "allyshoot.fpi" in the Shoot Field


i need help
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Posted: 4th Dec 2008 21:04
ok glad to hear that good luck with your game
CDT Plant
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Posted: 5th Dec 2008 18:00
thanx thats one part of my game i can class as complet
thanx for your help
KOLOBAR
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Posted: 13th Dec 2008 09:52
Greetings to all!
The script is wonderful and although the ally is a bit disoriantated it is super. I couldn;t believe that was possible. But I have a problem with the characters behaviour. I had set everything as it has to be but when it beginns to shoot at the enemy the character makes a move which is looks like crouching and shoots at the enemy with his gun pointed to the floor. I tried a few times but it acted always the same way. I ve attached screeny to show whats the problem.
Sorry for bothering the community but I couldn;t figure the problem myself.

Yours KOLOBAR

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Gamer X
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Posted: 14th Dec 2008 03:45
The script was actually made using a character that wielded a assault rife, as for the crouching... I will look into it.


(: Supporter and proud user of FPI Editpad
Gamer X
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Posted: 15th Dec 2008 01:56
I have found the problem that you are experiencing and I will have V8 ally scripts out sometime this week.

What is going to be new to this?
1. Machine gun shoot script for ally
2. pistol gun shoot script for ally
3. melee script for ally --> (This one is still under extensive work and may not make it)

The reason for this is that the original shoot script was made for an ally that carried a rife weapon (sniper rifle or assault rife). scripts 1 & 2 will change that limitation.


(: Supporter and proud user of FPI Editpad
Fillo
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Posted: 24th Dec 2008 21:27
Gamer X do u have the ally script where you dont have to tell your ally to move.SO like it fire and move to the enemy.
Thanks gamer x

fillo
i need help
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Posted: 27th Dec 2008 00:21
what about not just melee for the ally but also for enemies such as zombies! just a thought
Red Eye
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Posted: 28th Dec 2008 13:40 Edited at: 29th Dec 2008 23:16
[Mod Edit]


Red Eye - The Game: Work In Progress - W.I.P.
Gamer X
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Posted: 29th Dec 2008 23:08
Version 8 Released
added scripts for the enemies and allies that wields a pistol or a machine gun (mp40, etc.)
added a script for an ally that is not influenced by player controls

There it is everyone. It is the best I could do in my busy schedule right now so enjoy it.

GAMER X

Plystire
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Posted: 30th Dec 2008 00:25
Nice work, Gamer X, as usual.

Good to see that you've kept with it for so long, not many people can do that.


The one and only,



Click Me, Please!
Crusader2
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Posted: 30th Dec 2008 19:25 Edited at: 30th Dec 2008 20:44
YES! WE DON'T HAVE TO CONTROL THEM ANYMORE! That's what I've been waiting for; controling you allies gets annoying for me sometimes. It seems that we have a very well made allies system.

Well done! Have a.

EDIT: For the scripts that have a discription containing the word "Shoot", do we put that in the main slot or the shoot slot?

Thanks!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
CoffeeGrunt
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Posted: 31st Dec 2008 20:35
Quote: "YES! WE DON'T HAVE TO CONTROL THEM ANYMORE!"


Thank god. TBH, I prefer it when I don't have to worry about my allies, and they just get on with it and kill some people (except me and each other)...

Gamer X
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Posted: 1st Jan 2009 00:48
I am glad you all are enjoying the fruits of my labor.

@Crusader2
Thanks for the


http://crazymonkeygamers.webs.com/
Crusader2
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Posted: 1st Jan 2009 20:45
For the scripts that have a discription containing the word "Shoot", do we put that in the main slot or the shoot slot?

Thanks

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Gamer X
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Posted: 1st Jan 2009 22:07
Quote: "For the scripts that have a discription containing the word "Shoot", do we put that in the main slot or the shoot slot?"


I am going to put this in a simple list.

ALLY
MAIN
allymain.fpi
allynocontrolmain.fpi
Ally_sniper_v2.fpi

SHOOT
allyshoot.fpi
mgunally.fpi
pistalally.fpi

ENEMY
MAIN
enemy_main.fpi

SHOOT
enemy_shoot.fpi
enemymgun.fpi
enemypistal.fpi

This is just to eliminate further question as to where what script goes where.


http://crazymonkeygamers.webs.com/
Crusader2
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Posted: 1st Jan 2009 22:30
Thank you, maybe add that into the readme also?

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Bibo4PC
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Posted: 2nd Jan 2009 09:59 Edited at: 2nd Jan 2009 11:24
it's good improvments but yet I don't feel it's quite right

- allies following way point skate all over it
- when I order an ally to engage enemy it just starts shooting wherever he's looking even a wall


Best Wishes..

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