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FPSC Classic Product Chat / Rail Shooter Tutorial

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Gunn3r
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 30th Dec 2007 09:03 Edited at: 31st Dec 2007 07:28
Step By Step Tutorial on Rail Shooter Creating by Gunn3r:


1> Open FPSC and create a new blank map.
2> Goto your entities tab and click on "Scifi/Scenery/Lifts/antigravplatform"
This will be the "rail" that your player is guided on
EDIT: My texture for the antigravlift was screwed up, so I am using antigravplatform. It works the same way.
3> Hit 'B' to snap to the grid.
4> Place antigravplatform where desired.
5> Right click on the lift
6> Set the following options:
Effect: effectbankcubemapcubemap.fx
Transparency: 1
Speed: 100
IsImmobile: No
Physics On?: No

7> Save this script as Lift3.fpi

Set this script as the AI main
8> Click Apply Changes
9> Goto the markers tab and place a Player Marker on the Lift, but MAKE SURE YOU HIT PAGE UP A FEW TIMES. If you don't, the game will seem jerky and unresponsive.
10> Right click the Player Marker. Set the Player Speed to 1. This will make it to where the player does not fall off the lift as it travels around. Also, give the player his starting weapon by changing the "Has Weapon" box.

11> Create a waypoint path starting in front of the lift and heading to where you want the level to end. This will be the path that the player is taken throughout the level.
12> Place a Win Zone at the end of your waypoint path so that there is an end to the level.
13> Place entities accordingly.

[url=http://gunn3rgames.zxq.net]
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fallen one
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Posted: 30th Dec 2007 09:29 Edited at: 30th Dec 2007 15:49
Great tutorial, thanks, Ill try this later, I only briefly tried waypoints a while back that had a non player character following it, which didn't work too great, was unreliable, but thats fpsc AI, does the lift follow the waypoints without any faults 100% of the time?

Also can one set changing speeds, have it tilt up and down or have pauses/stops then set off again?

Right I tested this, it doesnt work, the platform doesnt move.
perhaps you should put a test map up, so all can test.

Evil Things Most Foulhttp://www.avantivita.com/
Gunn3r
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Location: Portland, OR
Posted: 30th Dec 2007 18:03
Through out all the times that I've tried it, the lift follows.
I'm not sure on how to change the speeds.

Here is the sample level .fpm that you requested.

Hope it works for you.

[url=http://gunn3rgames.zxq.net]
[/url]

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fallen one
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Posted: 30th Dec 2007 18:51
Tried the sample, it works, ie the platform moves, but it has a problem, the platform will not move to all its way points, it will stop after a few, waypoints are major hit and miss, read miss, they may work sometimes, ie hit a couple of them, but mostly they do not, so a rail shooter does not work as the waypoints of the engine doesnt work, its not your fault its the engine, other people please try out the example and report what you find.

Evil Things Most Foulhttp://www.avantivita.com/
Gunn3r
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Posted: 30th Dec 2007 18:57
Weird. On my system it runs just fine. That's strange. Well, I tried...

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MBG Productions
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Posted: 30th Dec 2007 19:10 Edited at: 30th Dec 2007 19:12
It works perfect on my system. Both your method and mine.

Would you mind if I add my Method as a tutorial to this thread?

turn around, im right behind you
Gunn3r
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Posted: 30th Dec 2007 19:53
Please do. I'd love other options on how to do it.

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MBG Productions
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Posted: 30th Dec 2007 20:08
Hopsing45's Rail Shooter tutorial.

Step 1-Make a basic level layout. Make sure there is enough room to have a platform slide through.

Step 2-Go into your Entities/Scifi/Scenary/Lifts. Use the Antigrav Platform (the last lift in the line).

Step 3- Set up a waypoint to have the lift follow. Make sure the start of the waypoint is on the lift.

Step 4-Place the Player start marker on the platform. Go into its statistics and set your speed to 1. this cause you to be immobile.Also be sure to give yourself a weapon.(you could make the weapon have unlimited ammo as many Rail shooters do).

Step 5-Add your enemies to the level.

Test it out!

turn around, im right behind you
Gunn3r
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Posted: 30th Dec 2007 20:38
Your's is a lot simpler. I like it. It works just fine.

[url=http://gunn3rgames.zxq.net]
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MBG Productions
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Posted: 30th Dec 2007 21:26
Thanx!. yours is great also.

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fallen one
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Posted: 31st Dec 2007 05:16 Edited at: 31st Dec 2007 05:21
Quote: "It works perfect on my system. Both your method and mine."


most people have problems with waypoints, they just dont work. if you set them up for a character what will happen is they will follow it and then just get stuck and will stand on the spot walking, well same happens when using a platform, they do the same thing, they get so far and stick. You two must be just lucky, I hope other people test, they will find the same thing, fpsc will work on one then not on another, its random like that.

hopsing45 , please put an example of your up so people can test, I think it will jam up the same though as way points are hit and miss.

Perhaps a better way of doing it may be a script or a feature that allows settings to be put in, like move 100 units left, then 200 units north, that type of thing, perhaps with a timer next to it like pause and time taken to move or perhaps just the speed of that movement. But I think even that may mess up, as scripts mess up in fpsc, you have characters following scripts and then they will freeze up and stand still or run on the spot or do something stupid, so even that may not do it, fpsc has massive problems with it and is very broken, so its pretty hard making it do things, just because it works on one users computer doesnt mean it will work on others, its all just completly random.

Evil Things Most Foulhttp://www.avantivita.com/
Gunn3r
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Posted: 31st Dec 2007 07:27
Like people before me have said, FPSC is a toy. Toys don't always work the way it should, but they are fun to play with... Most of the time...

Having that precise of movement could be better but like you said, it could also fall apart. Not because FPSC is stupid, well, that too, but it's a toy, and should be played with and not relied on for in depth creation.

[url=http://gunn3rgames.zxq.net]
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