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FPSC Classic Models and Media / Finally! Dead characters at start of game no custom scripts needed + easy.

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Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 2nd Jun 2007 02:15 Edited at: 2nd Jun 2007 02:26
Hi guys sorry been away for about 9 months as I have been doing my c++ part of my computer game design and programming course, but I have taken a break and come back to fps creator to get my brain waves flowing again and relax pff yeah right.

After fiddling around for a while I noticed how to make entities appear dead from the start,without when they spawn at the start of the game u see them fall and die. These ones are deader than dead they are wood baby and are on the floor right away dead.

Thre are some pics to prove it and and explanation follows, also everyone in other posts on the forum has done it right to make them appear dead, these are the ones that say the actual entity is invisible when they build their game, but in fact it is there just simply stuck on the other side of the ground tile.

1. Place a character entity on some ground tiles.
2. Right click the character entity to enter its properties and do the following:

Change DESTROY script to: destory/leavecorpse.fpi
Change SPAWN LIFE to 1
Change HEALTH to 1
Change HURTFALL to 1

and thats it literally for the information side of the editing.

Next is a slight tweak in the actual fps editor of the character entity position. Basically we use page up and down to lift it and let the entity hover about 1/3 off the ground tile. I have included a picture where teh entity green radius around it goes through 2 poles of the yellow standing lights to give you and idea of how high to put each character above the ground. It will look slightly weird in fps creator level editor but when you build the game and play it u wont care anymore cause it works fine. Have tested it with roof too as you can see in pics and works too even though character is slightly raised from floor in the fps editor.

Hope this helps guys

Henry

Hear no evil, see no evil

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Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 2nd Jun 2007 02:18
This is the problem where the dead entity default position comes in. The radius or origin of the actual character entity is slightly off on the game map and not in same line as the grounds. When you push return to place it directly onto the ground it always goes underneath it which is causing the problem.

Hear no evil, see no evil

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Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 2nd Jun 2007 02:19
after step 2 and you dont reposition manually the entity u will get this and it may look familiar.

Hear no evil, see no evil

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Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 2nd Jun 2007 02:20
this is the actual fps creator correcting the position of the entity using page up and down. The lights are a guide as to how high roughly it should go to get the character sback on the floor but you can fiddle with it to perfect it.

Hear no evil, see no evil

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Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 2nd Jun 2007 02:21
finalyl this is body tested with roof on top of it also. Sorry bought so many posts mods and the pics etc but been away a while and wanted to get this off me chest lol

lata guys hope it works for you too.

Hear no evil, see no evil

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Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 2nd Jun 2007 03:06
That's one way to do it, though a more efficient way would be to make a static object like this:
http://forum.thegamecreators.com/?m=forum_view&t=94818&b=24

bass guy1669
17
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Joined: 24th Mar 2007
Location: The Zone
Posted: 2nd Jun 2007 03:23
not everyone has milkshape. this may be usefull

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 2nd Jun 2007 05:16
What I did was import a character into Milkshape and repositioned it and exported the static entity...took five minutes.
Somebody already did a tutorial on this but I guess it never hurts to take a different approach.

Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 2nd Jun 2007 13:38
excellent glad it works just i dunno how to use milk shape i am afraid i am saving that approach when i cme to my courses direct x programming etc. I like the way in those links u have the bodies like leaning against walls and over girders far more realistic lookin so it is. NICE!



Hear no evil, see no evil
Airslide
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Joined: 18th Oct 2004
Location: California
Posted: 3rd Jun 2007 00:50
Quote: "not everyone has milkshape. this may be usefull"


Never said this isn't useful, but a static entity doesn't tie up the dynamic object system and can be built into the level.

bass guy1669
17
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Joined: 24th Mar 2007
Location: The Zone
Posted: 5th Jun 2007 01:06
well i have to make something with DBPRO to get milkshape but i will get it. (sorry off topic)
i will have to use that system some time.

come see night shift at http://forum.thegamecreators.com/?m=forum_view&t=106003&b=25 see you there
Slayer222
17
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Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 5th Jun 2007 01:21
Airslide i tried your way and I couldn't figure out even after like 3 hours Thanks for this man although I already knew it, BTW remove the soundset for more realism and to save memory.
*Slayer_2

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
Hazzman
19
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Joined: 5th Oct 2005
Location: Belfast
Posted: 5th Jun 2007 04:23
hey guys you should check out the game i am making at the minute a SWAT based one gone wrong its in the other thread

http://forum.thegamecreators.com/?m=forum_view&t=107545&b=25

here u can see how i have put the above system to work and by also making knives and axes stick into the bodies as if they had been killed hours before u got there along with blood splatter and stuff. Quite effective. When i have some time i will see if i can get them to lie on their stomachs with something in their backs, as not everyone dies so neatly with arms spread like that everytime.

Lata dudes

Hear no evil, see no evil

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