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FPSC Classic Models and Media / Nazi Zombies Random Weapons Chest

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Kravenwolf
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Posted: 27th Apr 2009 09:47 Edited at: 29th Apr 2009 04:04
Nazi Zombies Random Weapons Chest Version I

Modeled, textured, and HUDS by Kravenwolf
All programming done by Hockeykid


This is my first contribution to the community, and yet another one from hockeykid. In spirit of the popularity of the ‘Nazi Zombies’ subject on the forum recently, Hockeykid and myself have created a working ‘random weapons chest' FREE for everyone working on their own COD style zombie game! Be sure to watch the video, and scroll down to see a few in-game previews!

Watch the Video: http://www.youtube.com/watch?v=1m4SVdLtEOE








Alternative Texture (Added 4.28.09):


DOWNLOAD:
See attached zip file.

SETUP

1. Set the chest entity to dynamic, and set its main script to randomweaponschest.fpi. Set it's 'is immobile' setting to 'yes'.

2. Position the guns/items you want to be in the chest to your liking. Set each weapon with a corresponding script; 'weapon.fpi', 'weapon2.fpi', 'weapon3.fpi', and so on. Make sure all the guns are set to 'always active' and choose 'yes'.

3. Put the included HUDS into the appropiate directories, and make sure the weapons scripts' file paths are correct to display the HUDS.

4. That's it! The scripts take care of the rest. When you walk up to the chest, press enter and the script will throw out a random weapon from the weapons you put in it. You can either press enter to pick that weapon up, or back away from the chest to throw it back in, and pick again!

*This is the first model I've posted to the forums in zip format, so if you're having any problems with it, let me know. If you have any problems with the scripts, post your issues and hockeykid will take care of them. Hopefully everything will set up correctly. Comments appreciated!


-Kravenwolf

Success is not final--failure is not eternal.

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djmaster
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Posted: 27th Apr 2009 10:01
Very very good work,this will be perfect for a game.

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http://chargedstudios.fpschost.com/
the italian
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Posted: 27th Apr 2009 13:41
thanks

oldboy of 40 years old
puppyofkosh
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Posted: 27th Apr 2009 15:52
That's pretty sweet.
KeithC
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Posted: 27th Apr 2009 17:50
Very nice contribution!

Cosmic Prophet
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Posted: 27th Apr 2009 20:38 Edited at: 27th Apr 2009 20:39
Great Idea, Good work guys!

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ZackS28
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Posted: 27th Apr 2009 21:46
Damn you beat me to it! Oh well it looks really good! Much better than mine would have been.
Kravenwolf
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Posted: 27th Apr 2009 22:49 Edited at: 27th Apr 2009 22:53
Thanks everyone. Consider this Version 1. I'm planning to make a few model variations for the weapons chests. And once I learn the basics of animating, we're hoping to rig it so the case will actually open when used, and when the player walks away from it, it will close.

Any new chest models will be posted in this thread with a zip file attached for download. Thanks for the comments!

-Kravenwolf

Success is not final--failure is not eternal.
Shaka
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Posted: 28th Apr 2009 02:34
Wow this is really good! I have a question though. what do you set weapon.fpi and weapon2.fpi scripts to? the "main" part or the "Appear" part?

Hockeykid
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Posted: 28th Apr 2009 02:37
The weapon.fpi scripts get applied to the weapons main, Make sure the weapons are set to always active

Shaka
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Posted: 28th Apr 2009 02:39
Okay, thank you! Wow, you answered really fast! heheh that was cool!

Shaka
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Posted: 28th Apr 2009 02:42 Edited at: 28th Apr 2009 02:43
So the weapons are working fine, and they are spawning randomly, but its not saying "press enter to take weapon" Is there a script I must assign to the guns or chest that I already havent?

Hockeykid
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Posted: 28th Apr 2009 02:42
Quote: "Okay, thank you! Wow, you answered really fast! heheh that was cool!"


When your setting it up make sure you use 5 weapons no more no less, i'm making a guide as we speak on how to have more weapons or less weapons.

Enjoy

Hockeykid
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Posted: 28th Apr 2009 02:43
Quote: "So the weapons are working fine, and they are spawning randomly, but its not saying "press enter to take waepon" is there a script i must assign to the guns or weapons that I already havent?"


Sorry about that Kravenwolf forgot to add the huds he made to the download, he'll be re uploading it shortly

Shaka
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Posted: 28th Apr 2009 02:45
okay, well atleast I know im not doing anything wrong.
Ill be checking in every once in a while now to see if updated it.

Seth Black
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Posted: 28th Apr 2009 02:49
...very cool.

Greatly appreciated, Gentlemen...


Kravenwolf
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Posted: 28th Apr 2009 03:16 Edited at: 29th Apr 2009 01:41
UPDATE 4.27.09

Sorry everyone. My connection was giving me problems. Added new screenshots with the updated HUDS, and Hockykid made a 'how to' guide to modify the scripts to add more weapons to the chest. This time the HUDS are included in the download. Enjoy!

-Kravenwolf

Success is not final--failure is not eternal.
Shaka
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Posted: 28th Apr 2009 04:59
So do we put the huds in the "gamecore\huds" folder or do we just put them in with the Box entity in the "entity" folder?

One more thing, after I pick up one of every weapon I put in the box, I never get a re-spawn of any of the weapons for more ammo. Is this suppose to happen?

Hockeykid
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Posted: 28th Apr 2009 05:37
Quote: "
So do we put the huds in the "gamecore\huds" folder or do we just put them in with the Box entity in the "entity" folder?

One more thing, after I pick up one of every weapon I put in the box, I never get a re-spawn of any of the weapons for more ammo. Is this suppose to happen?
"


the huds go in gamecore\text and the weapons arnt suppose to re spawn put ill make that in an update

xplosys
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Posted: 28th Apr 2009 05:38
Kravenwolf & Hockeykid,

This is very cool. Nice work and a great contribution.

Thanks.

Shaka
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Posted: 28th Apr 2009 05:45 Edited at: 28th Apr 2009 05:45
OKay, well I got the text to show up so thank you for the help! And I also found a way to kinda make the weapon respawn again, but its kinda messed up. I switched the "Maximum Spawn" to any number higher than 1. But when the second spawn comes around, it really out of place. It spawns like ft away from where the original location. Im not really sure why...

Kravenwolf
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Posted: 28th Apr 2009 06:15 Edited at: 29th Apr 2009 01:41
Thanks xplosys.

Shaka, I don't know much about scripting, so unfortunately I can't help you. However, Hockeykid will soon be posting an update to the weapons' scripts (which I'll update in the main download when finished) that will automatically spawn a duplicate of the weapon the player takes back into the chest. It should be added by tommorow.


UPDATE 4.27.09

Just figured I'd share a few screenshots of the weapons chest using a prototype cash system (no MODS required!) still in development. This system will be availble soon, along with a few related surprises coming to my GC Store account.







-Kravenwolf

Success is not final--failure is not eternal.
Nike
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Posted: 28th Apr 2009 15:50
it didnt work for me. At setup it says that hne chest's main script should be weaponchest.fpi but i have only the weapon scripts and "randomweaponchest"

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Seth Black
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Posted: 28th Apr 2009 19:11
...very slick.

I like this effect a great deal...


Kravenwolf
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Posted: 28th Apr 2009 23:03 Edited at: 28th Apr 2009 23:06
Thanks a lot Seth. It's actually a pretty fun project to be working on.

Nike, I double-checked the zip file. Everything is in there. 'randomweaponschest.fpi' goes into your script bank, and is assigned to the weapons chests' main script. 'Random Weapons Chest.fpe' is the script you're missing.

-Kravenwolf

Success is not final--failure is not eternal.
Kravenwolf
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Posted: 29th Apr 2009 01:27 Edited at: 29th Apr 2009 02:05
UPDATE 4.28.09

Alternative texture released for weapons chest. The attached zip file contains the new texture.



-Kravenwolf

Success is not final--failure is not eternal.

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DestroyerHive
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Posted: 29th Apr 2009 02:14
tha's right...

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Butter fingers
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Posted: 29th Apr 2009 23:13 Edited at: 29th Apr 2009 23:14
This is really cool. I want to see it animated....
Which is why I animated it. I hope you don't mind.
The animated X file and some instructions are hidden in the penguin.










I want robotic legs.

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Hockeykid
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Posted: 29th Apr 2009 23:44
Quote: "This is really cool. I want to see it animated....
Which is why I animated it. I hope you don't mind.
The animated X file and some instructions are hidden in the penguin.
"


Thank you very much! I will get to setting it up asap

Kravenwolf
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Posted: 30th Apr 2009 05:08
Wow, awesome contribution. Thanks a lot Butter Fingers. I'll try to get the animated model up and running by tommorow.


-Kravenwolf

Success is not final--failure is not eternal.
Seth Black
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Posted: 1st May 2009 21:21
...the coolness just keeps continuing!


A r e n a s
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Posted: 10th May 2009 14:57 Edited at: 10th May 2009 14:57
Yo dude do you think that you could do me some huds for the zombie mod im working on? ATM the huds are quite boring... Its in the Zombie Mod Spirit

http://forum.thegamecreators.com/?m=forum_view&t=147972&b=23

http://arenas4146.webs.com/
Red Eye
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Posted: 10th May 2009 15:10 Edited at: 10th May 2009 15:13
Well done Kravenwolf and Hockeykid... Very good.

meteorite
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Posted: 10th May 2009 16:41
Great contribution guys

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
GamerDude
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Posted: 11th May 2009 11:39
nice work! thanks! i will be using this 8)

thanks

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Hacksaw Games
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Posted: 12th May 2009 02:00
Looks awesome! I still feel that I don't do anything in return for all of this free stuff. *guilty*

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Kravenwolf
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Posted: 12th May 2009 08:35
Glad you guys like it. Thanks for all the comments

-Kravenwolf

Success is not final--failure is not eternal.
DarkFrost
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Posted: 13th May 2009 01:08
Hey it looks really nice but its not working for me. when i test the game, the guns just get thrown from the case and than there scattered about on the ground. The huds show but i dont understand why it isnt working. Im pretty sure i put everything in the proper places.

-Cyclone
Kravenwolf
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Posted: 13th May 2009 01:14
Did you make sure each weapons' properties are set to 'always active'?


-Kravenwolf

Success is not final--failure is not eternal.
DarkFrost
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Posted: 13th May 2009 01:30 Edited at: 13th May 2009 01:57
Nvm i think i got it

-Cyclone
Thraxas
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Posted: 20th May 2009 03:22
Thanks to everyone involved here... this is excellent

Hockeykid
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Posted: 20th May 2009 04:44
Quote: "Thanks to everyone involved here... this is excellent"


Well we try thanks a lot for the great comments, wait till you see whats in store next

The Storyteller 01
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Posted: 23rd May 2009 18:58
Thanks a ton!

That will make any game a lot more interesting

In case you find my grammar and spelling weird ---> native German speaker ^^
shadowfire
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Posted: 26th May 2009 23:25
hello, forgive me if this is a nooby question, but could someone tell me where you need to put all the files?

because it won't work for me, and i've obviously put the wrong files in the wrong place.

(.fpi files, scriptbank:random weapons chest, everything else,entitybank)

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Kravenwolf
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Posted: 27th May 2009 00:13
The scripts for the weapons, and the random weapons chest go into the script bank. The fpe file for the weapons chest go into the entity bank, along with the texture, .x file and thumbnail.


-Kravenwolf

Success is not final--failure is not eternal.
shadowfire
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Posted: 27th May 2009 12:37
ok... i've done that, what about the .tga files?

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shadowfire
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Posted: 27th May 2009 12:40 Edited at: 27th May 2009 12:43
i have the entity and the scripts, but no huds.
when you start the level, you can hear everything sliding around, and when you go up to the box and press enter,nothing happens, but when you press ener again, you get a pistol, after that, nothing happens.

EDIT

i am using the new version of ply's mod, could that be a problem?

I adress this to all of you. no one is safe.
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he wants your cake.
Kravenwolf
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Posted: 27th May 2009 22:12 Edited at: 27th May 2009 22:14
Quote: "i am using the new version of ply's mod, could that be a problem?"


Possibly, but first try following the provided setup instructions that were included in the first post.


Setup Instructions:

Quote: "1. Set the chest entity to dynamic, and set its main script to randomweaponschest.fpi. Set it's 'is immobile' setting to 'yes'.

2. Position the guns/items you want to be in the chest to your liking. Set each weapon with a corresponding script; 'weapon.fpi', 'weapon2.fpi', 'weapon3.fpi', and so on. Make sure all the guns are set to 'always active' and choose 'yes'.

3. Put the included HUDS into the appropiate directories, and make sure the weapons scripts' file paths are correct to display the HUDS.

4. That's it! The scripts take care of the rest. When you walk up to the chest, press enter and the script will throw out a random weapon from the weapons you put in it. You can either press enter to pick that weapon up, or back away from the chest to throw it back in, and pick again!"



-Kravenwolf

Success is not final--failure is not eternal.
shadowfire
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Posted: 29th May 2009 19:32
ok, sorry, i got i working now, it's great!
and it'll really help me with my zombie survival game i'm making.

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onionity.
Kravenwolf
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Posted: 29th May 2009 23:12
Glad to help out


-Kravenwolf

Success is not final--failure is not eternal.

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