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FPSC Classic Scripts / Lightning Script?

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LostSoul54
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Posted: 31st Oct 2005 16:55 Edited at: 31st Oct 2005 16:56
Has anyone created a lighting script?

I tried altering the lightoff script to come on for 5ms and then turn off, set it as the main script for a dynamic light, and tried using a trigger zone to trigger the lightning. I could get it to turn on the light, but never turn it back off.

Can anyone point me in the right direction?

Thank you in advance

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BULLSHOCK 2
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Posted: 31st Oct 2005 18:58 Edited at: 31st Oct 2005 18:58
if your talking about LIGHTINING...that has to be a decal...

if your talking about LIGHTING...here:

[href]http://forum.thegamecreators.com/?m=forum_view&t=62366&b=23
[/href]

LostSoul54
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Posted: 31st Oct 2005 20:09 Edited at: 31st Oct 2005 20:12
NO, LIGHTNING...fake lightning. Meaning I will turn on a light and turn it off again very quickly. I will mess with it somemore tonight

That link will be very helpfull. The script you created as an example on tutorial should work fine. I was making it more difficult than it needed to be

Thank you

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wdc studios
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Posted: 31st Oct 2005 21:14
try altering the flickering light tutorial thats posted during the forum
uman
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Posted: 1st Nov 2005 00:39
You could certainly make a lightening image and get it to work effectively as a decal. I have lasers working with a similar effect to lightening though the timing is different being costant while the animation flickers slightly as it moves through a sequence of colour from highlighted red to highlighted blue. I can see that this could easily work for lightening.

Scripting for a variety of timing options and so on - there are more knowledgeable individuals here than I in that area so they could probably help you further.

LostSoul54
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Posted: 1st Nov 2005 00:59
Thank you for all of your help. I can try to go the decal route in specific places as well as the scripting in others

@Conjured I would like to take a look at your tutorial. Sounds pretty helpful

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Pulsar Coder
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Posted: 1st Nov 2005 01:56
Quote: "I have lasers working with a similar effect to lightening though the timing is different being costant while the animation flickers slightly as it moves through a sequence of colour from highlighted red to highlighted blue."


That'd be something good to see. Do you have any screenshots a/o video to post?
Merranvo
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Posted: 1st Nov 2005 22:13 Edited at: 1st Nov 2005 22:13
I am "a Noob".

Lightning is random, and is NOT 10ms.

you want :random=120:run lightning

Also, you don't need to use zones with lightning.

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flashing snall
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Posted: 2nd Nov 2005 01:47
ya the lasers would be cool

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tschwarz
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Posted: 2nd Nov 2005 06:59
Conjured,

I would like to go through your script tutorial..
uman
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Posted: 2nd Nov 2005 14:02 Edited at: 2nd Nov 2005 14:05
The level I have the lasers in is actually the first level - which like all others is yet unfinished. I am still much in an experimental stage with FPSC. As you all know I dont post a lot of shots of what I do as I dont like showing off unfinished stuff. Aiming for a demo around the beginning of the year.

Just for you tho I will see if I can do a screen grab or perhaps a small vid. Working at the mo so you will have to give me perhaps a couple of days at most.

The lasers are worth seeing as its one thing thats not really difficult to achieve with decals and should work well for lightening - difficulty would be where you need join lightening if it was forked or angled or of great length - akthough you can successfully scale decals - also one would really need a light flash to appear timed with the appearance of the lightening visual - theres quite a lot involved and its not easy in FPSC. I will have a go myself at lightening sometime later.

LostSoul54
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Posted: 2nd Nov 2005 17:45
I scraped the localized lightning flash idea. I went with one big dynamic light over the entire area and used the random script. Works pretty good. Now I just need to figure out the thunder

Thanks for all of your help

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Pulsar Coder
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Posted: 2nd Nov 2005 18:39
Quote: "Just for you tho I will see if I can do a screen grab or perhaps a small vid. Working at the mo so you will have to give me perhaps a couple of days at most."


Thanks.

Quote: "its one thing thats not really difficult to achieve with decals"


I was experimenting somethin like that but with shaders. However, as shaders is something to improve in FPSC -so I don't use them- I just drop it.
uman
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Posted: 2nd Nov 2005 19:00 Edited at: 2nd Nov 2005 19:02
Of course a laser decal will never be as good as a particle beam but its quite acceptable in certain situations.

Impossible to use a decal I would think for a laser type Character weapon - though you might get it to work with a turret or something similar over short ranges.

I have seen and tried myself decal type laser type weapon firing in other engines - its almost impossible to achieve successfully.

I wil get the vid done as soon as possible. A screen shot just wont show the beam activity or colour change obviously the same way. Hopefull the vid will do some justice to it.

Merranvo
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Posted: 2nd Nov 2005 21:14
???
I ask, why bother with a decal? The Panzerfaust loads a model(or image), a little toying can get it to animate.


Conjured, I was helping you more then him. As your script (although a bit too fast, remember 30fps (1 frame = 33ms)...

Lightning consists of brief light flashing.



:state=0:state=1,activate=50

:state=1,random=120:state=10,activate=0

:activated=0:lighton,timerstart,activate=1
:activated=1,timergreater=35:incstate=1,lightoff,activate=2
:activated=2,timergreater=70:activate=0

:state=15:state=0

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LostSoul54
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Posted: 2nd Nov 2005 22:41
I used this

:state=0:state=1
:state=1,random=100:state=2
:state=1:lightoff,state=0
:state=2:lighton,state=0

on a very large dynamic light above the level, seems to be the same effect as the above script

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BULLSHOCK 2
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Posted: 3rd Nov 2005 14:00
i think its for ammo...what do you think merranvo?

Sunflash
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Posted: 3rd Nov 2005 15:39
You can get plenty of lightning and thunder sounds at www.findsounds.com

When FPSC gets good enough, lets make a Redwall game!

Merranvo
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Posted: 3rd Nov 2005 21:37
oh yeah, activated is very useful when making complex scripts.

And QUANTITY is like the number spawned. 10 enemys spawned. Or so I thought

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uman
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Posted: 4th Nov 2005 11:14
I promised a vid of lasers - you will get it and I will probably start another thread for it as it does not belong here really - though I have some others stuff to do first so bear with me.

I need to attempt to get two other things into the area for the vid.

New set of double auto doors - will attempt glass panels in that and liquid moving inside glass pipes - both very difficult in FPSC (may be poly clipping probs if nothing else) so I may not achieve them as I want or even at all.

When done (at least attempted) I will make the vid showing all (or not)

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