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Jiffy
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Posted: 23rd Aug 2005 13:32
I am overly sorry if this has been answered, but is it possible to script an enemy (such as a zombie) to inflict damage by getting too close (What I want to do is emulate a biting sort of technique). I have a feeling it might be done with the commands such as plrhurt (not sure if that's the command but you get my drift) and plrwithinzone (once again, something like that). Any help would be very appreciated.

Jiffy
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Posted: 23rd Aug 2005 14:15 Edited at: 23rd Aug 2005 14:27
I think I'm getting it. I should use the plrdistwithin command, right? And then the plraddhealth=-x, right? I think I'm getting it. The only question is, how far is 1 unit and how far should the distance be?

EDIT: The other thing I'm worrying about is excactly how to go about writing the script. I tried rewriting the 'chase.fpi' script, but the whole shooting scripting part was a bit to complicated for stupid ol' me.

Jiffy
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Posted: 25th Aug 2005 13:16
Anyone? Don't want to sound pushy, but does anyone have any ideas? Any input would be much appreciated.

Mr Flowerkohl
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Posted: 25th Aug 2005 14:59
hi there !
I am sorry...havnt tried yet, but i want to have "close combat" enemies also. i think you just have to decrease the "attack angle".

yeah...thats the ticket !
Zero #43
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Posted: 25th Aug 2005 22:44
yes that should work, or just run a script saying
that if the state of the player XYZ, is at least 20x, 20z, away from the zombie, that it should inflict damage to player

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Zero #43
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Posted: 25th Aug 2005 22:55
help me if i am wrong please

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Mr Flowerkohl
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Posted: 27th Aug 2005 16:12
but where to get good zombie models ?

yeah...thats the ticket !
Zero #43
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Posted: 27th Aug 2005 18:45
Dark Matter 1

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=ChrisB=
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Posted: 27th Aug 2005 22:06
Animations from DM arnt viewable in FPSC.

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Pickle of Death
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Posted: 27th Aug 2005 22:40
Thought EA came with zombie models... 'course, they look more like wireframes...
=ChrisB=
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Posted: 28th Aug 2005 00:29
Its WAY better in V1.

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Zero #43
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Posted: 28th Aug 2005 01:14
but does what i am saying make sense?? i dont no the scripting, so i am curious

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Airslide
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Posted: 5th Sep 2005 07:08
I made a melee! Ok, copy this code:


Open Notepad, paste the code, and save it as "melee.fpi" and save it in the scriptbank/user. Now select a zombie and put it in the SHOOT area. Make sure that MAIN is pace or something. It act like chase. And don't assing them a weapon. I also included a download if you have trouble. Please tell me what you think.

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Jiffy
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Posted: 5th Sep 2005 14:12 Edited at: 5th Sep 2005 14:18
Haven't tried it out yet, but thanks heaps Conner94!

EDIT: Just tested it out - works brilliantly! Love it! Thanks so much Conner94!


Got to love Resident Evil 0! Currently playing for the: 5th time
Evil Inside
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Posted: 5th Sep 2005 15:15
If that doesn't work , Me or Jordan Sidall will program you a script...Right, Jordan?

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Zero #43
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Posted: 5th Sep 2005 17:37
so what i said was right then???

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Airslide
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Posted: 5th Sep 2005 20:37
Your very welcome. Just yesterday I figured out how to code and that was my 3 or 4th script I think.

World War III: Battle At The Front
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Roger Wilco
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Posted: 5th Sep 2005 20:42
Sounds intresting, Conner. I'll try the script out right away.

By the way, didn't you use to be a member at DHW?

One thing to look forward to:
The day FPSC v 1 is released
Airslide
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Posted: 6th Sep 2005 02:24
Die Hard Wolfers? Yes, I WAS. But you have to be at least 13 there.

World War III: Battle At The Front
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Roger Wilco
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Posted: 7th Sep 2005 12:24
Ah, right. BrotherTank changed the age limit. Anyways, the script worked and it worked quite fine, but it would look even better if there was a biting animation included with the FPSC enemies.

One thing to look forward to:
The day FPSC v 1 is released
Jiffy
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Posted: 7th Sep 2005 14:29
Do you reckon, if you (not literally meaning you, but if you want to... ) made a zombie model, and animated a biting animation, you could assign it to the shoot animation to give thaqt affect? No one will do it, but it would be interesting to know.

Just downloaded V1 demo!


Got to love Resident Evil 0! Currently playing for the: 5th time
Zero #43
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Posted: 8th Sep 2005 04:23
wow, i like the script very good for a 3/4 time.

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Sinistar
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Posted: 14th Oct 2005 22:20
Hey I notice in this script, the entity stops sometimes even though he's out of meelee range and just sits there until you move toward it or away. I can't seem to figure out which parameters to change to make him follow you no matter what. Maybe if there isn't a trail, then it just moves forward. I don't know, but it should always be trying to reach the player (especially if it's a zombie).
Merranvo
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Posted: 15th Oct 2005 01:49
Rem Reply Later.

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Doctor Evil
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Posted: 21st Oct 2005 08:31
I Eat Brains lsdhfglakshfpaiuhfpiauerhpaieurfhaihfiasdfgfhssjkkhsfshfdhskjfhgsjdfgsjkhsjkfggggggggggsdjkkkkkkkkkkdhhhhhhhhhhhhskkkkkkkkkkkeuiiiiiiidhhhhhhhhhskkkkkkkduyyyyyyyyeeeeeeeeeehhhhhhhhrrriiiiiiiiiiiddddddddd

That is not a script, Or a virus! it's jibberish, the language spoken by people who use words like w00t or n00b or L0L0mfgwtfr0fL

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Merranvo
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Posted: 22nd Oct 2005 00:21
Check out AI v 2.1.3 (on this fourm). It has melee (but because lee liked making me mad, he took away punch, so now they hurtel)

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Noldor
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Posted: 24th Oct 2005 16:16 Edited at: 24th Oct 2005 16:17
I have created a zombie like script for FPSC.
They wander around randomly untill they spot (or hear)
the player and then run to attack him/her.
The script is based of Merranvo's AI script.
I used his script to learn fpsc scripting.. =)
( i hope you dont mind "Merranvo")

I was going to make a zombie game with FPSC but i
lost the spark after working around with FPSC for a while.
I just dont like the ai and i gave up on this Zombie script.
Maby you will find more use in it then i did. =)

(keep in mind that the zombies like to wander into walls and
then keep walking into that same wall for a while. Its
searching/wandering script is totaly random =)

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Merranvo
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Posted: 25th Oct 2005 00:24
OMG... is that you? or is that Me playing you? I can't tell the difference. Yeah, I had random movements in the original AI, but alot of people complained about problems so I took them out.

"ye oft de adopte early shalt move mountains, and be gods among men"

He who knows everything knows nothing at all.
Sinistar
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Posted: 25th Oct 2005 02:05
My zombies are dumb as hell. They'll walk right into the bottomless grave and die. I kinda like 'em actually.
Airslide
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Posted: 25th Oct 2005 05:24
You guys want an updated script? You know, mostly the animations fixes and stuff, but I could program more zombie like behavoir. Unless you want them ultra smart, that might be a problem

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Jiffy
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Posted: 25th Oct 2005 10:12
Conner94 - That would be great! Smart zombies are just too... smart!


Resident Evil Remake is teh fergin' best!
flashing snall
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Posted: 25th Oct 2005 14:00
yes, hat would be wonderfull

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Nutbolt
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Posted: 26th Oct 2005 00:10
yer dat would be gd, but one problem ive found with the fpsc is that the zombies don't move like zombies. Since when do zombies run and go and crouch in a corner when shot at. i know you can change the scripit, but surly you have to change all the animations and make your own to make them look good. Any ideas?

Just beacuse i'm blonde, don't meen i'm stupid!
Jiffy
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Posted: 26th Oct 2005 09:44
Noldor, just tried your script. It works brilliantly, I love it! I think I will use a mix of Conner's and your's, though, to be nice .


Resident Evil Remake is teh fergin' best!
kraM
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Posted: 26th Oct 2005 10:17
@ Noldor,

Would it be OK to use this script in some of my work?

Mark

If not for physics and law enforcement, I'd be unstoppable!
Noldor
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Posted: 27th Oct 2005 16:30 Edited at: 27th Oct 2005 16:32
@Jiffy
Nice to hear that you like it.
But always remember that the basis for that
script was created by "Merranvo". So its sort
of a joint effort.

@kraM
Go for it. I have ALWAYS been about the free stuff.

@Merranvo
Im not sure myselfe. Maby this is you using my account??
By the way. You are completely right about the comment you posted
in the modeling forum. The massive amount of requests made me
partialy insane. (and yes i am there in spirit. Atleast i chek
into my thread once in a while) Actually i don´t have as much
time anymore. Back in the day i was unemployed so i had time to
model all day long but now im going to college. But i will probably
make some more stuff in the future. I just don´t know when..
Keep the flame alive and i will return..
(i saw your insane thread about me. )
Merranvo
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Posted: 28th Oct 2005 22:50
LoL, Nice Noldor! College is only an excuse for working harder.

"ye oft de adopte early shalt move mountains, and be gods among men"

He who knows everything knows nothing at all.
Jiffy
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Posted: 29th Oct 2005 13:44 Edited at: 29th Oct 2005 13:45
So, Noldor/Merranvo - I'm guessing the "joint script" is non-commericial (not that I would be using for commerciallity) and credit? Even if I don't need to, I will anyway - just wanted to know.


Resident Evil Remake is teh fergin' best!
Krazykris
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Posted: 30th Oct 2005 19:01
I've just been trying these scripts, they seem to work great but it's when the zombie sees me, he starts to run towards me and then just stops on the spot like something is stopping him, he's still running but he's just stuck.

Anyone else had this problem or know how to solve it?

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Jiffy
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Posted: 31st Oct 2005 02:05
Does this happen with both scripts? t happens occasionally with me when using Conner94's script, but has yet to happen using Noldor's.


Resident Evil Remake is teh fergin' best!
Krazykris
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Posted: 31st Oct 2005 18:05 Edited at: 31st Oct 2005 22:27
Yeah, Happens with both scripts..Everything seems fine up untill the zombie runs after me and thats when he gets stuck.

I've even tried it on multiple surfices, but it still does the same thing.

*edit*

I think it must be something that has maybe been changed somehow, I have just tried the new characters from the FPSC pack 1 and they do the exact same thing.

I'm thinking it must be the script which has affected something.

*another edit*

It's not the script, I just did a fresh install and it's doing the same thing...what the hells going on? It's never been like this before

*Yet another edit*

I've just set some way points, set the character to follow and he'll walk about 3 footsteps and then get stuck! he'll then quite happily do the moonwalk untill i quit the game.

Has anyone else had this problem?

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Krazykris
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Posted: 1st Nov 2005 10:12
BUMP

Well, I don't know what's going on..I've uninstalled and reinstalled, restarted etc..etc..

Still the characters get stuck and refuse to walk other than on the same spot.

The only possible thing i can think that i've changed is the fact that i have DirectX 9.0C, where as before i had DirectX 9.0b which came with the FPSC cd.

Surely this couldn't be the problem though?

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Jiffy
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Posted: 1st Nov 2005 10:24
So you are using completely different scripts now? As far as I remember, FPSC needed 9.0c; 9.0b shouldn't have worked. Anyway, that's obviously not the problem. I have no idea.


Resident Evil Remake is teh fergin' best!
Krazykris
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Posted: 1st Nov 2005 11:01
Nope, i'm just using the normal FPSC scripts

Well, I've just uninstalled DirectX 9.0C and installed DirectX 8.1, the character would then walk about 2 squares, I then installed DirectX 9.Ob which comes with the FPSC CD and the character now walks in straight lines, but when it comes to turning, the character just gets stuck.

I'm just completly confused.

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Jiffy
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Posted: 2nd Nov 2005 08:38
Very strange - I suggest you contact Lee about it (or search/post in the Bug Reports forums, or both).


Resident Evil Remake is teh fergin' best!
Krazykris
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Posted: 2nd Nov 2005 10:07
Little update on this, I had the idea of opening and then running the waypoint1 tutorial level, this worked and the characters walked around as normal, so i then made a quick test level and now the characters work.

So, basicly..I still have no idea what messed it up, but by running the tutorial, that seems to fix the problem.

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madhouse
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Posted: 3rd Nov 2005 15:45
Here is a script for attacking when it gets close. It is a variation of a script I found somewhere. I think it was Sinistar's dumbzombie.fpi. But again I am not sure.



It uses the animations of my version of the undead but you get the idea. The only thing it does not do (and this is out of choice) is just stand still until it sees you. I always figure zombies are restless and hungry at all times - sort of like 3 year old.

I opened the window and influenza (relax - the world is not coming to an end)
Jiffy
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Posted: 9th Jan 2006 02:30
Sorry for reviving an old thread, but I really didn't feel a new one was necessary. Now, I'm thinking about reversing the death animation to bond1's animated version of the Psionic zombie, so that it looks dead, but when you get close enough to it, it gets up in a weird fashion and attacks. I would figure that you would create a new animation info section, and just use the frame numbers for the animation in reverse. Then, I would assume, you just add a state between 0 and 1, and make it so that if it's within X distance, the animation plays and it continues with the regular states. I have the hl2zombie.fpi script below, and any help would be appriciated. I pretty much know what to put in, but am a little unsure as to exactly where to put it, and to make sure that it starts off in the dead position.




"I hate erecting my tree, my whole family always wants to join in and all the balls fall around the place." - Zotoaster Merry Christmas!
bond1
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Posted: 9th Jan 2006 08:11 Edited at: 9th Jan 2006 08:21
Well if you can wait a little while longer, I had something similar to this in mind. Where after taking damage he will apparently die, but get up after a while.

You basically add a shotdamage=x condition to the script. So after a certain amount of shot damage, the death animation will play.

Then start a timer and add a timergreater=x condition. I would say, oh, about 5000 milliseconds. Then play animate=13. This is the animation number for "getting up".

If you can wait I plan on adding a better "getting up" animation, that is more clumsy looking and suitable for a zombie.

And if you want him to start off appearing dead, that's doable also. I would have to find the specific frame in which he's in the lying position, try starting the script with:

:state:0:setframe=493

Frame 493 is the start of the "getting up" animation, so I assume he'll be lying down at this point. But I can't check for sure right now. Or try frame 523 if you want him in a face down position.
Jiffy
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Posted: 9th Jan 2006 10:08 Edited at: 9th Jan 2006 10:10
bond1, thanks, I'll have to try it when I'm on my computer.

So, I'm guessing that I'd add the plrdistwithin=x, and animate=(number assigned for the reversed death animation in there, presumably in state zero?

I can certainly wait for that, too; I'd absolutely love the idea of appearing dead and getting up later (very Resident Evil-ish), although for the initial getting up, I'd probably used the reversed death animation--I'd like to give it that Matrix-like feel for that (I'd use the spinning death animation), sort of like how a few Crimson Heads got up in REmake.


"I hate erecting my tree, my whole family always wants to join in and all the balls fall around the place." - Zotoaster Merry Christmas!

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