Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / walk through items

Author
Message
its that guy
17
Years of Service
User Offline
Joined: 24th Apr 2007
Location: illinois
Posted: 25th Apr 2007 05:51
does anyone know how to set an item up so i can walk right through it

for example i want to have a patch of grass on the ground, but its currently a solid object, how would i get it so i just walk right through it?
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 25th Apr 2007 09:10 Edited at: 25th Apr 2007 09:12
I think it was FredP posted this one for us.
Collision off.
Put it in the ai main.




Remember to make object dynamic.
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 25th Apr 2007 17:11
if you do that, the entity will have to:
a) be dynamic
b) use up memory.

you're better off using the following script as the START script:


that way, FPSC won't keep "thinking" about it

incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 25th Apr 2007 18:32
I used rolfy's script as the main and Butter fingers script as the start. I could only walk through the item if it was dynamic and the if there were to many in the level the frame rate dropped by about 3 to 5 FPS. If I set it as static then it was solid. So no matter what it seems as though it is not possible to make things that you can walk through that do not tax the FPS, unless a scripting wizard comes along and makes it happen.

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 25th Apr 2007 18:35
Butters,

Interesting concept. It seems to make sense but have you tested it on a scale big enough to see a difference in FPS? I guess my question is; Are you sure it actually ignores the entity when suspended? If so, over the course of a level, this would be another nice tool in the FPS retention toolkit.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 25th Apr 2007 19:55
Yeah I've tested in on huge scale:

check this thread here, 200 dynamic plants, and still 32FPS. Running V1 on a 2G AMD, with 256 MB graphics card and 1G ram.

incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 25th Apr 2007 20:04
That kind of machine would run just about anything well. Most people dont have that kind of RAM in there PC. I have found that for the average user the most that I have found is 512mb of ram and a vid card with less mem on it if any. I fix a few now and then and have for the past 10yrs or so.

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 25th Apr 2007 20:30
Butters, excellent. Thanks for the tip.

Best.

I'm sorry, my answers are limited. You must ask the right question.

rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 25th Apr 2007 22:23 Edited at: 25th Apr 2007 22:24
Quote: "I used rolfy's script as the main and Butter fingers script as the start"
.
Did you do both at the same time?
Probably butters script on it's own would work fine,his stuff usually does.

How many of these are you using?
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 25th Apr 2007 22:27
I tried them both one at a time as the main and start script, and together that way. Not matter what I did the entity was solid and I was unable to walk through it untill I changed it to dynamic.

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 25th Apr 2007 22:32
Quote: "I was unable to walk through it untill I changed it to dynamic."


well that's kinda obvious as a static object won't run scripts..doh!

incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 25th Apr 2007 22:55
Your right and that is what I was thinking. I was hoping that someone had found a way around it. I dont know it all thats for sure.

FPSC still seems to see all the entities like normal though when I use ":state=0:coloff,suspend" as the start script. The frame rate still drops.

So much for the meracle that I hoped for.

The script will come in handy though.

Good work rolfy and Butter fingers.

Thanks a bunch.

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 26th Apr 2007 21:31 Edited at: 26th Apr 2007 21:35
Quote: "I was unable to walk through it until I changed it to dynamic."

FPSC renders all static objects as part of the background geometry and you cannot interact with it.
The more dynamic entities you use the lower your framrate drops.
Now 1 or 2 more dynamic entities is no problem but if you are making an outdoor level and you have 100 bushes and they are all dynamic kiss your framerate goodbye.
You might also find out (as I am) that in the later FPSC upgrades that due to lightmapping issues that you may have to make some static entities dynamic to get them to lightmap properly.
I didn't know you could use the suspend command in FPSC.
Goes to show that I can learn something new every day.
Now to add suspend to my script.Thanks again,Butters.

Edit:My script was for the starting script not the main script.
If you use my script (or,better yet,Butters' script) as the starting script then you should not need a main or destroy script.
As a matter of fact...now that I think about it you don't need a main or destroy script for static entities either.

incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 26th Apr 2007 21:37
FredP said:
Quote: "
FPSC renders all static objects as part of the background geometry and you cannot interact with it.
"


I said:
Quote: "
Your right and that is what I was thinking. I was hoping that someone had found a way around it. I dont know it all thats for sure.
"


I knew that already but thanks for the info.

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.

Login to post a reply

Server time is: 2024-11-23 16:04:17
Your offset time is: 2024-11-23 16:04:17