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FPSC Classic Scripts / Disabling shot damage to enemies? Discuss....!

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Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 26th May 2007 16:24
I'm currently workin on some new cover scripts, and I'm trying to work out a way of making a character invulnerable to shots when theyre hidden. Here's the issue so far.

When the character is shot they switch to the duck animation, which makes them hide behind cover. But the engine still calculates shotdamage relative to the standing skeleton. THis means that if you keep shooting at the place where the character was standing, you still damage them.

I tried turning off collision when the duck anim is playing but that didn't work. I'm pretty stuck now to be honest. Any help with this would be greatly appreciated. As far as I can tell the engine only stops calculating bullet hits if you "suspend" the object, but this stops the scripts running for the character so it's no hlep.!

xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 26th May 2007 16:53
Yeah, that's tricky. I didn't know the engine calculated the full height in the duck position. That's a good shortcut for the engine, not having to recalculate, but bad for you. lol

The only thing that comes to mind is to have the character move random left and right while ducking so you don't know where to aim.

Best.

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

mister shakes
17
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Location: Amishville
Posted: 28th May 2007 21:08
Don't know how much this helps but your problem doesn't happen on stock characters. At least for me anyways. 105RC2
tyrano man
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Location: Battle City - Kalspher :)
Posted: 28th May 2007 21:40
Thats again because they were built in max I think. And butters uses milkshape, I think thats where the problem may come from in exporting from Milkshape.

pigs can fly
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Location: Luxembourg
Posted: 28th May 2007 23:38 Edited at: 28th May 2007 23:40
Maybe by deacivating the blood decal and erm...
save the lost amount of health in a variable, then immediately add the saved amount...

Isn't that possible with Empty's update?


For all my free FPSC entities!
rolfy
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Posted: 29th May 2007 00:51 Edited at: 29th May 2007 00:53
As you know butters,the wallcrawler spiders seemed to have this problem,I put this down to animating the rig from a static pivot point.You had to shoot at the floor when they were on the walls or ceiling,seems the collision was a ghost taken from the original position of the bounding box.
I put this down to how I had rigged 'em,and it may be completely unrelated to your problem.

If there isn't an issue with stock characters not taking damage while kneeling or whatever,then it may be that an earlier version of the prog will work better,you used to have v1 installed before your hard drive gave up the ghost didn't you?
The recent updates have caused chaos with some larger scale models so it may something else new.
Maybe create your .bin and .dbo files in v1.

Disturbing 13
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 29th May 2007 03:26 Edited at: 29th May 2007 03:42
I may have a solution to your problem and it deals with the "first joint" deal. I dont think its a milkshape vs max export thing but check this out. Maybe give this a try.
*On the frames where the model is dodging drop the first joint or "root bone" to half of the height of the character.
If you start with the standard FPSC skeleton then this will not affect the position of the model as is, so you will have to find the first bone that is accually connected to the model and drop it the same distance. This may possibly make FPSC read the top of the character as half way for these frames given the point of the Y axis (wich in past versions was read rather than the piont of the root bone). The only delema is how can this be done without moving the rootbone for all the animations. I have not tried this yet but I may give it a shot soon. You may have to start with a completely blanked animation skeleton and create all the animations yourself to achive this if the rootbone can't be moved within the animation frames. That's just my 2 cents Hope it works out.

This kind lends to Rolfy's input.
EDIT-Should you wan't no damage to the player maybe dropping the rootbone to the full height of the character may work.

EDIT part2 The revenge-It can't be done in Fragmotion. All it does is move the rootbone for ALL frames of animation. Perhaps if you havd a custom skeleton with the rootbone being attched to the pelvis bone it may work. I think it's on the right track, it's just how to execute it is the problem.


dfujis the rocker
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Posted: 31st May 2007 07:02
woah... butters asking for help makes my brain hurt lol
anyways, this sounds more like a bug with the animations sorta
ie: if the the model isn't there it shouldn't take damage.
i dunno, try changing the models height (not the actual model, just where it registers hits) it mightcause a glitch where you can only shoot it in the legs to do damage, but at least we have progress, right

famous last words: check this out
Butter fingers
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Joined: 20th Mar 2006
Location: Mecca
Posted: 4th Jun 2007 19:02
Rolfy and Dist13, you have both given me the germ of an idea. I'll get backto you with my results.
peace.
butters

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