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FPSC Classic Product Chat / Old school project evolution

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arrojar entidad y que explote
9
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Joined: 3rd Jan 2015
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Posted: 18th Mar 2018 05:21 Edited at: 7th Jul 2018 21:47
Hello community, in this thread I am uploading the evolution of this project called oldschool moment. This will be the final thread to increase progress. regards



Cutscenes animation in game NÂș3:




seppgirty
FPSC Developer
14
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Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 21st Mar 2018 19:24
Looking sweet!
gamer, lover, filmmaker
arrojar entidad y que explote
9
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Joined: 3rd Jan 2015
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Posted: 23rd Mar 2018 06:26
Thank you!!! New video added
arrojar entidad y que explote
9
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Joined: 3rd Jan 2015
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Posted: 30th Apr 2018 23:02
added two new videos
s4real
VIP Member
17
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Joined: 22nd Jul 2006
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Posted: 1st May 2018 10:08
looking awesome , you done some good work in fpsc.

Best s4real
Amd fx4100,6gb ram,geforce 450
Tomik18
FPSC Reloaded TGC Backer
14
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Joined: 8th May 2009
Location: Slovakia
Posted: 1st May 2018 11:17
How you get cutscene animation in game ?
My PC specs: AMD FX 4300 3,80Ghz
8 GB RAM
GIGABYTE R9 280 Ultra Durable VGA 3GB
arrojar entidad y que explote
9
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Joined: 3rd Jan 2015
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Posted: 2nd May 2018 06:48
s4real, thank you very much

Tomik18, using a timer and the following commands.

camera rotation:
plrrotatey: left or right ( 1 or -1)
plrrotatex: up or down ( 1 or -1)

camera move:
moveplrz: Forward or backward ( 1 or -1)
moveplry: up or down ( 1 or -1)
moveplrx: left or right ( 1 or -1)

tilt of the camera:
setvar=$CAZ,X,Y:shaft rotation ( 1 or -1)

example of joint command:
:state=0,plrdistwithin=50:etimerstart,state=1
:state=1,etimergreater=50:plrrotatey=1,moveplrz=1,setvar=$CAZ 1
arrojar entidad y que explote
9
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Joined: 3rd Jan 2015
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Posted: 10th May 2018 10:01
added new videos
Mr Love
18
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 10th May 2018 10:45
Great stuff! Nice effects. It wourld be a good idea to remove the old videos, sence most (Who want to) have already seen it. Better to only have NEW videos...
Good luck with Your project!

arrojar entidad y que explote
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Posted: 11th May 2018 14:57
Mr Love thank you, for now I leave the videos because the idea is to see the whole evolution of my project. If someone needs to ask a question for some mechanics I can answer. Greetings.
arrojar entidad y que explote
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Posted: 7th Jul 2018 21:49
Enemy energy bar:

Mriganka
9
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Joined: 16th Jun 2014
Location: Virtuality
Posted: 12th Jul 2018 13:48
Great job on the system, Btw I didn't know that you could spawn decals. Can you explain that bit a bit?
arrojar entidad y que explote
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Posted: 13th Jul 2018 05:09
Easy, in the fpe file of the model you put the name of the decal you want.

example

;decals
decalmax = 2
decal0 = NAME OF YOUR DECAL
decal1 = blood (This decal is not modified, since you belong to the model's blood.)

Then, in the fpi file, the death script that I use or the script that you are going to use.

example
:state=0:rundecal=1,floatrate=1,coloff,ragdoll

You can use it in many ways. This is what I use for the moment.

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