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FPSC Classic Product Chat / Cinematic Hands

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Flatlander
FPSC Tool Maker
17
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 28th Jan 2012 05:09 Edited at: 17th Sep 2012 03:50
The cinematic hands have never been introduced and I don't think they show up in the official commands list. I wrote this as the last commands before Lee released the official v1.18 for Cyborg Art for a model pack he was (and I still believe he will be) going to create.

The commands are specifically created so that the player can use different objects other than a weapon. The example I show here is the player holding a beer bottle and is able to drink from it.

If you would like to download a video (AVI) then use the following link:

7z Video - 20.3 MB

I cannot do a YouTube because it contains a copyrighted song even though it is just a few bars of it; but, you can actually look at a video without downloading by going here. It is kind of small but you can still get the idea.

THE COMMANDS - needed if one uses cinematic hands

Condition

PLRPREVENTEDSELECTINGGUN
Description: Is true if the player is currently prevented from selecting a weapon.
Example: :plrpreventedselectinggun:state=1


Actions

DISABLEFIREBUTTON=X
Description: This sets whether the fire button can be used or not.
Range: X = 0 – fire button is enabled, X = 1 – fire button is disabled.
Example: :state=1:disablefirebutton=1


DISABLECINEMATICHANDSBUTTON=X
Description: This sets whether the blocking button can be used or not.
Range: X = 0 – blocking button is enabled, X = 1 – blocking button is disabled.
Example: :state=1:disablecinematichandsbutton=1

REMOVECURRENTWEAPON
Description: This removes the player‟s current weapon and also removes it from the weapon slot. Used when player will be then using a cinematic hand.
Example: :state=1:removecurrentweapon

GETCINEMATICHANDS=cinematic_hand cinematic_hand_Folder
Description: This sets the player?s cinematic hand by defining the its name and the folder in which the cinematic hand exists. A placeholder entity must exist within the level for this command to work. The place holder entity must be dynamic and must not spawn at the start of the level.
Range: cinematic_hand = the name of the cinematic hand,
cinematic_hand_Folder = the file path to the cinematic hand from the generic guns folder.
Example: :state=1:getcinematichands=beer_bottle cinematichands\beer_bottle

STARTCINEMATICHANDS=X Y
Description: This plays the play‟s hand animation X and loops it Y times. This is optional. You can have the player use the blocking button (right mouse click) to create one full action of the cinematic hand.
Range: X = 1 – start cinematic hands. Y = >1 – number of times to loop cinematic hands.
Example: :state=1:startcinematichands=1 3


Because cinematic hands take the place of guns, they also will have gun specs related to them. Cyborg Art is the one who created the non-weapon hands used in this video. He also created the gun specs used. I think I modified a couple parameters but can't remember which ones. Anybody can use these commands of course.

The download link has a zipped file of two scripts. One dealing with the butler and the other the famous bartender.

The gun specs:



"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.

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TriSpefear Studios
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 28th Jan 2012 05:13
Coolio bro

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
The Zombie Killer
13
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 28th Jan 2012 05:13
@Flatlander
Nice, I'm downloading the video right now, can't wait for some nice new fpsc games coming out with these features! thanks for taking the time to write this.

-TZK

YoYo Games Account
Predator drone for FPSC - Coming soon, maybe
Le Shorte
14
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Joined: 6th Apr 2009
Location: Wisconsin
Posted: 28th Jan 2012 05:16
I've always been wondering about this feature. Glad to see someone put some time into it!

Cheesehead for life.
3Bit
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Joined: 19th Jul 2010
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Posted: 28th Jan 2012 07:36
Thats awesome man lol

3Bit
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 28th Jan 2012 09:10
great feature, but shows one of the main problems of fpsc/tgc: very bad product-feature advertisement & information^^

i am very curious for more info about this/about the pack.

Cyborg ART
17
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 28th Jan 2012 15:57
Great to see this announced! These commands are quite powerfull, and could do some great impact on the visual apearance and function of FPSC games.

I hope I wont be alone creating cinematic weapons


- A secret signature -
anayar
14
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 28th Jan 2012 17:29
Alright!! Terry you have absolutely no idea how much this feature is going to help my game. I've been trying to emulate something like this using weapon anima and setting up whole new weapon but it just doesn't seem to work. Hopefully this works for me Brilliant work mate

Cheers,
Anayar


For KeithC
Dan121
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Posted: 28th Jan 2012 17:42
This all looks really great! Is there any ETA on the pack?

Games before Dames
Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 28th Jan 2012 18:35
I had forgotten to say that the command descriptions were taken directly from Ched80's unofficial complete script syntax list iss4. My apologies for not giving credit right away.

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 28th Jan 2012 18:55 Edited at: 28th Jan 2012 19:02
The following is another example script using all of the commands.

;Artificial Intelligence Script

;Header

desc = get cinematic hands

;Triggers

:state=0,plrdistwithin=50:state=1
;
;// If your player should have a weapon in hand and weapons in slots you need to make sure that
;// the weapon held is at least hidden, you should disable the fire button because you don't
;// want your object such as a beer bottle firing and causing flak, and finally you should
;// prevent the player from selecing a gun
:state=1:hideplrweapon,disablefirebutton=1,preventplrselectinggun=1,timerstart,state=2
;
;// I like to use a timer to cause a short delay. This makes sure that everything is taken
;// of before the next commands are executed
:state=2,timergreater=350:state=3
;
;// Now we can get our cinematic hand. If you are going to use the looping command you should
;// probably make sure that the right mouse button is disabled using disablecinematichandsbutton=1
:state=3,timergreater=350:getcinematichands=bottle Cinematic\bottle,disablecinematichandsbutton=1,timerstart,state=4
;
;// Let's loop the cinematic hands action. Player will take 5 drinks automatically by using this
;// the first value "1" tells the engine to start the loop.
:state=4,timergreater=500:startcinematichands=1 5,timerstart,state=5
;
;// In order to remove the cinematic hand all you need to do is use removecurrentweapon
:state=5,timergreater=8000:removecurrentweapon,state=6
;
;// You can now enable the fire button and allow the player to select a gun
:state=6,plrdistfurther=75:disablefirebutton=0,preventplrselectinggun=0,state=7

;End of Script

==========================

Click the download button to get the fpi so you don't have to copy and paste.

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Marc Steene
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 29th Jan 2012 15:28
Someone should make a cinematic hands pack to sell, that would be awesome. You could have animations like doings pushups, pushing open doors, waving etc.


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
elbow
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Posted: 29th Jan 2012 17:00
Hi all

i agree with Marc - I'll be in the purchase queue.

Eugene
Scene Commander
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Posted: 29th Jan 2012 17:14 Edited at: 29th Jan 2012 17:15
I'd just like to remind everyone, that as well as Flatlanders excellent cinematic commands, V119 also now supports custom gun animations, allowing for pushing buttons, pulling levers, etc, all compatiable with the default weapons and I believe model pack 53 (If I'm wrong about 53, please feel free to correct me).

I think these are features that can and will breath a lot of new life into FPSC.

SC

http://jimjamsgames.yolasite.com
Omegamer
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Posted: 30th Jan 2012 19:26
Quote: "I'd just like to remind everyone, that as well as Flatlanders excellent cinematic commands, V119 also now supports custom gun animations, allowing for pushing buttons, pulling levers, etc, all compatiable with the default weapons and I believe model pack 53"


I dont want to advertise anything () but I'm currently doing a game(but with 1.18 until 1.19 is final)where as example if I press RMB
the hand (from MP54) play a take animation and take an object as example a key or a medikit

Dan121
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Posted: 1st Feb 2012 01:22
so dose that mean this can be done now with beta 1.19 and model pack 53 through scripting? Thanks

Games before Dames
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 1st Feb 2012 03:58 Edited at: 1st Feb 2012 03:59
Cinematic hand commands has been available since v1.18. I have just now announced it. Lee didn't add it to the readme file as he thought (as did I) that Cyborg Art was going to make a special model pack that specifically used these commands. Unfortunately CA got caught up in a lot of work with his day job and didn't have the time to make a new model pack that would use these commands. However, he will have the time to finish it and hopefully we'll see it as an FPSC model packs release in the not too distant future.

BTW, model pack 53 is a stand-alone without the need for any special commands. I purchased model pack 53 as soon as it came out and have been using it ever since. It is a really cool pack without the need of these commands or v1.19 commands.

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 1st Feb 2012 14:55
An important note:

Anybody can make their own models that would use these commands. Not just Cyborg Art. In fact he mentioned this earlier and he hopes others will contribute to this endeavor. This is why I announced these commands and had shown a gunspec for the object bottle/hand used as a gun.

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