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FPSC Classic Scripts / Levitation *SERIOUS DISCUSSION*

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TEST OF WILL
17
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Joined: 23rd May 2007
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Posted: 2nd Jun 2007 08:17
I'm Not asking anything like "omgomg plz have super powers so I can fly" or something I'm seriously think of a neat Idea that could one day lead to a FPSC gravity gun here are my questions-

1. Can I apply a script to a weapon I have seen this some where and how?

2. How could I set properties of objects when fired because my idea in the script to be fired would be the the object would become dynamic weight 0, force damage something like 100 and you could lift it from not just being right next to it you would be able to move it like 5 feet

3. OFF TOPIC: Some what like question 1, but can HUDS be used on a when fired because my idea it a flash bomb that turns white and it fades away

Kind of an idea of what I'm seeing
vorconan
18
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Joined: 4th Nov 2006
Location: Wales
Posted: 2nd Jun 2007 11:43
1. No you can't unfortunately

2. Nope

3. No, but you could just use a white full screen image then apply alpha fading to it

Basically its not going to work sorry
pigs can fly
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Location: Luxembourg
Posted: 2nd Jun 2007 11:58 Edited at: 2nd Jun 2007 12:00
You can't switch objects from static to dynamic
But - eventually - it could be possible by altering somewhere in the source code...

And no, that isn't impossible. Look at Empty's Update.
He altered the source code to do that.

Edit: Would be a great idea for a weapon (maybe like in HL2)


For all my free FPSC entities!
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 3rd Jun 2007 21:22
It would have to always be dynamic - even editing the source, you can't go static->dynamic, because static is built into the level. However, some source editing could allow for a weapon to use a more powerful version of the pickup code...perhaps I could include that in my Weapons Upgrade (if and when they release the dang source code)

Luciferia
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Location: England
Posted: 10th Jun 2007 12:40
lol just imagine if it was like the blue gravity gun in hl2. Spend all day throwing conker and ww2 marines around in to walls and spikes. and yes its possible but it is impossible without changing the source code in some way


vorconan
18
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Posted: 10th Jun 2007 14:03
Quote: "And no, that isn't impossible. Look at Empty's Update.
He altered the source code to do that.
"


Did he?
pigs can fly
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Location: Luxembourg
Posted: 10th Jun 2007 16:38
yep he did
for example, where did he get the new scripting commands from?


Official Site of PigsCanFly Productions
vorconan
18
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Posted: 10th Jun 2007 20:45
yeah i know he changed the source, but are we on about this question?:

Quote: "
2. How could I set properties of objects when fired because my idea in the script to be fired would be the the object would become dynamic weight 0, force damage something like 100 and you could lift it from not just being right next to it you would be able to move it like 5 feet"


because that isn't possible with empty's update.
pigs can fly
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Posted: 10th Jun 2007 21:08 Edited at: 10th Jun 2007 21:08
You could ask him to make a new update


Official Site of PigsCanFly Productions
vorconan
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Posted: 10th Jun 2007 23:59
I don't think there's any point asking someone to re-write the old source code just because one person asked for it, and I haven't seen him on the forums for a while, so I doubt he would anyway.
Butter fingers
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Joined: 20th Mar 2006
Location: Mecca
Posted: 11th Jun 2007 17:08
ok. the gravity gun needs to be a weapon with the fastes possible fire loop and infinite ammo.

entities that can be "gravitated" need to be given a custom script.

There is no chance that you can "lock" the entity to the crosshair, as FPSC doesn't support this, although you could use the native commands "moveup" "movefore" and "moveback" to control the crate.

Heres how it works.

The entity has infinite health (strength=0). The weapon has infinite ammo and fires very fast.

the entity script is something like this:

:state=0,shotdamage=1,"G"KEYPRESSED:movefore=1
:state=0,shotdamage=1,"H"KEYPRESSED:moveup=2
:state=0,shotdamage=1,"J"KEYPRESSED:moveback=3

The tect in capitals needs to be changed to the correct command for a key input.
basically if you press the key while the object is being damaged it'll move.

God knows if this will work, I just thought of it in my lunch break.

vorconan
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Location: Wales
Posted: 12th Jun 2007 01:38
Nice idea, yet I assume it would be lifted up with any weapon. Just goes to show how much darkbasic coding could come in handy with FPSC. I'm still going to think about this though, we need some conditions and actions like :

mouseclick=X - If mouse button X is clicked
movemousex - Move the object on the x axis how far the mouse has moved on the x axis
movemousey - obvious
gunfired=x if gun is fired then x=1

I may attempt these actually, doesn't sound too intimidating, just finding the right part of 20000 lines of source code is the problem

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