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FPSC Classic Scripts / Standard character is not running on the waypoints

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nnn
User Offline
Joined: 4th Jan 2017
Location:
Posted: 3rd Jul 2017 21:25
Hi, I have a small problem

Standard character thug.x is not running on the waypoints, here is the standard script follow:

;Artificial Intelligence Script

;Header

desc = Follow Waypoints

;Triggers

:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse

;End of Script


I changed number of animation 2 to 5 (5-running animation) and the script look like this:

;Artificial Intelligence Script

;Header

desc = Follow Waypoints

;Triggers

:waypointstate=0:animate=5,waypointstart
:waypointstate=3:animate=5,waypointnext
:waypointstate=4:animate=5,waypointrandom
:waypointstate=5:animate=5,waypointreverse

;End of Script


but character not running, character walking on waypoints. What's wrong ?
ncmako
5
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 4th Jul 2017 03:39
nnn Waypoints are hard coded for the "wallk" animation, so you'll have to think "out of the box" for this one.
Just take the animate= to a normal state (:state=0:animate=5) and it will work. I know sounds weird but it works.
Here's the full code to what I mean..
+ Code Snippet
Now since the character is running animated, but moving slow as walking, increase it's "speed"
in the property settings from 100 to about 150 and it matches the animation.
Tested using the stock "thug unarmed" from the ww2 pack.

My games never have bugs. They just develop random features..
Lots and lots of random features...
nnn
User Offline
Joined: 4th Jan 2017
Location:
Posted: 5th Jul 2017 22:18
Hi ncmako , thanks now it really works well

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