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FPS Creator X10 / Positioning of items

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Melvin
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Joined: 18th Aug 2011
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Posted: 21st Aug 2011 14:09
Hi.

How to place a weapon or medkit on the ground?
Normally they fly.

Melvin
Le Shorte
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 21st Aug 2011 18:09
Press Enter and the item should simply go on the ground. Also, you can hit Page Up and Page Down to change the positioning on the Y axis (Or whichever axis it is for FPSC).

Cheesehead for life.
srealist
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Location: Orlando, Florida, USA
Posted: 21st Aug 2011 18:24
It's typically because of weaponglow.fpi and these lines:
:state=10:rundecal=5,spinrate=4,floatrate=10

rundecal causes the glow effect
spinrate causes it to spin
floatrate cause it to float

You can remove any or all of these and then save the script as weaponnofloat.fpi or something.
Melvin
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Posted: 21st Aug 2011 19:15
Ok ... Thanks, but there is one more thing. I can not put a weapon, but she stands.

Screen:


Can do something?
srealist
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Location: Orlando, Florida, USA
Posted: 21st Aug 2011 23:25
You can rotate an entity in the editor on all axes by using the numbers 1 - 6. I don't remember the exact mapping but they function in pairs.

For instance:
1+2 rotate in opposite directions on the x axis
3+4 rotate in opposite directions on the y axis
5+6 rotate in opposite directions on the z axis

Not sure if that is exactly correct but you will see when you try it. Hold down the "shift" button to get finer control over the rotation. It shouldn't take but a few seconds to get it laying flat. Right click on the entity to be certain that it looks how you want it. Depth is hard to understand from the bird's eye view in the editor.
Melvin
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Posted: 21st Aug 2011 23:59
Yes I know. So I did but it is the only weapon in the editor. On the map does not.
Melvin
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Posted: 22nd Aug 2011 00:04
Sorry, form my English...
The weapon is correctly only in the editor.
srealist
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Location: Orlando, Florida, USA
Posted: 22nd Aug 2011 05:54 Edited at: 22nd Aug 2011 05:55
Can I please see the fpi file and the fpe you are using? If the weapon is appearing differently from how you see it in the editor, then there is some other factor either in the fpe or the fpi that is overriding or changing its orientation when you run the game.

Actually, tell me what weapon you are using and if I have it (which unless you made it yourself, the odds are quite high that I have the entity as I have a ridiculous collection of entities), I will work with it and then send you a working example with a map.

P.S. Your english is just fine. I have no problem understanding you.
Melvin
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Posted: 22nd Aug 2011 11:45
I have a weapon with "Model Pack 6".
In "AI Scripts" is:
Start: appear2.fpi
Main: Model Pack 6 \ G3.fpi
Destroy: disappear2.fpi

This is the "G3.fpi":


Thanks for your help
srealist
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Posted: 22nd Aug 2011 16:12
Wow....I'm actually completely stumped on this one. I'm having the same issue and have tried every trick I know to get it to lay down.

Given the nature of the games I make, I don't have much experience with weapons or characters for that matter, so I need to call upon another Wrecking Crew member to help out here.

My next step would be to open the mesh in Fragmotion or Milkshape and alter its orientation in a 3D editor and then export it as G3_flat.x or something like that. Not even certain that would work 'cause I have never seen this issue before.

Can someone else please help us with this?
Melvin
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Posted: 22nd Aug 2011 17:35
Maybe I should to change something on the tab "Respawn"?
But normal items can be rotated.
Le Shorte
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Location: Wisconsin
Posted: 22nd Aug 2011 19:03 Edited at: 22nd Aug 2011 19:17
I believe there is a script "weapon2.fpi" or something along the lines of that. If I'm not mistaken, that puts it flat down. Let me check.

Edit: Nope. I'm really not sure what the deal is here... Hm...

Cheesehead for life.
Melvin
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Posted: 23rd Aug 2011 13:03
So you can do something? Because standing weapon does not look good.
srealist
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Posted: 23rd Aug 2011 16:14 Edited at: 23rd Aug 2011 16:17


Well...that took WAAAYYY too long to figure out for something that should've been trivial. The mesh must be edited.

@Melvin, if you've not a way to edit the mesh, email me. I gotcha covered.

P.S. I think the reason the editor was being overriden is due to the mesh having a bone at its base (i.e. the bottom of the ammo clip). But this is only a guess.
Melvin
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Posted: 23rd Aug 2011 22:38
Thanks. I hope that I will manage.
Only one question:
It can be done in Milkshape 3D?
srealist
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Posted: 24th Aug 2011 23:08
Sorry for the delayed response, just noticed your post. Yes, you can definitely do this in Milkshape. I haven't used Milkshape in the last 6 months so I no longer remember exactly how you do it but it should be straight forward. In Fragmotion, it's transform\rotate-all and then you just eyeball it or punch in the rotation numbers.
Melvin
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Posted: 25th Aug 2011 01:02
Many thanks for your help

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