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FPSC Classic Scripts / Working Vehicles

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Ertlov
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Location: Austria
Posted: 11th Jul 2007 22:13
We were asked in our Anderson Thread here

http://forum.thegamecreators.com/?m=forum_view&t=104525&b=25

how me managed to get vehicles for the player working. On the 5th page of the thread there are a few hints how to model vehicles in order to ensure their functionality, and here is script and example, because I guess it could lay forgotten in the games`thread.



Allright, here`s a screenshot with the settings used:



Here is the script used for this type of flyer:





And here is a small video (2MB)showing the result:

(speeded up to 200%, because I use "U" key for going forward, what always activates this nasty sync thing, killing my frame rate, during "game test")

http://www.homegrowngames.at/goodies/flyertest.mov

Good luck with reproduction...

It`s not a bug, it`s a feature
Ertlov
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Posted: 11th Jul 2007 22:17
Args, my fault, should be in the "Scripts" sub-board. Can a Mod move it there, please ?

It`s not a bug, it`s a feature
darimc
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Posted: 11th Jul 2007 22:39
thanks!!!!!!!!!!!!!!!!

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pigs can fly
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Posted: 11th Jul 2007 23:17 Edited at: 11th Jul 2007 23:17
Nice, but the player also has to be associated to the vehicle (or does he simply control the vehicle from his own location?)

Anyway, that's a cool idea


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Gameguysz
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Posted: 12th Jul 2007 00:56
can i costom ise it like o a sub????

Waz Up!
Silent Thunder
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Posted: 12th Jul 2007 01:14
It doesn't work for me, it only makes it rotate, I can't get it to move back and forth....



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Silvester
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Posted: 12th Jul 2007 10:17
Intresting,if we made a vehicle with a big enough room for the player to enter it,he could controll it.


Ertlov
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Posted: 12th Jul 2007 10:23
Quote: "Intresting,if we made a vehicle with a big enough room for the player to enter it,he could controll it."


Yes, that is the point. I`ve wrote something about the vehicle design suitable for that apporach:

Quote: "1. Model a Vehicle which has something similar to a cockpit. Here`s what you have to take care of:

A) The "Cockpit" must be constructed so, that it can`t be entered or left in "normal" player position. It`s a good idea to construct it so, that it must be entered crouching or by climbing into it from above.
B) The Cockpit shall be constructed as close to the Center of the whole vehicle entitiy as possible.
C) Don`t forget that "Cockpit" means you should be able to see what is going on outside -> make Windows or something like that

2. Texture it and get it ready for FPSC, I suggest "MakeEntitiesfromXfiles", make sure you have the best Collison detection (Polys), box wont work "


It`s not a bug, it`s a feature
Ertlov
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Posted: 12th Jul 2007 11:10
Allright, some more on this:

Immobile = No
Physics On = No
Always Active = Yes

I tried this on the WWII stock media tank (which surely wasn`t designed for driving around and reacted on this misuse with sinking into the ground slightly) and made it work, although the rotation was way to fast and FPSC confused front and rear of the tank, so I had to adjust the script:



The test showed the Importance of something like a cockpit OR a scripted linking of the players rotation to the one of the vehicle.

However, it works:

http://www.homegrowngames.at/goodies/tanktest.mov

It`s not a bug, it`s a feature
Silvester
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Posted: 12th Jul 2007 11:35
That tank is not made for driving,as it is a destroyed one...lol.

Anyway,do you use Empty's mod?or does this work with V1.06?


Ertlov
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Posted: 12th Jul 2007 11:37 Edited at: 12th Jul 2007 12:11
Quote: "That tank is not made for driving,as it is a destroyed one...lol."


I know that, I just wanted to try if you can turn ANY larger object into a vehicle...

It works without mods, the version used is 1.04

It`s not a bug, it`s a feature
darimc
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Posted: 12th Jul 2007 16:57 Edited at: 12th Jul 2007 17:04
The vehicle doesn't move when I use U,H,J or K

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Ertlov
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Posted: 12th Jul 2007 17:00
U = Forward (Do not try this in "test" mode, because of "Sync" function assigned to "U")
H = Turn left
K = Turn Right
J = Back

It`s not a bug, it`s a feature
fata error
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Posted: 13th Jul 2007 00:03
you should have a script like this on the begining

activate=1
state=1,asosiateplayer=2
state=2 then rest of script

http://i205.photobucket.com/albums/bb139/chrishind10/x10.gif
Ertlov
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Posted: 13th Jul 2007 09:40
feel free to improve it...

It`s not a bug, it`s a feature
darimc
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Posted: 13th Jul 2007 15:43
Okay, I got it to work.

go to:
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www.chainoffreedom.com.piczo.com
Airslide
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Posted: 13th Jul 2007 15:55 Edited at: 13th Jul 2007 15:57
I did the EXACT SAME THING before, and sent it to Fred. I never bothered to expand on it because:
A) The player can't modify the controls
B) I never got around to making my own model for it

But the script looks virtually the same...except mine involved teleporting the player to the object, and was capable of letting the player off without destroying it and back on again. Well, you snooze you loose...I knew I should have released it

EDIT: Nevermind, now that the video finally loaded I see you're not in it anyways


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tyrano man
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Location: Battle City - Kalspher :)
Posted: 13th Jul 2007 20:59
I still can't get it to go forwards, darn. Maybe it's just my computer. I have a more complex script that makes it so that the player can no longer jump once in/on the vehicle and it also can go up and down too. But I can't get the stupid forwards and backwards to work

Maybe it's just me. Well done for getting this to work though Ertlov.

Tyrano

TEST OF WILL
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Posted: 13th Jul 2007 22:43
Quote: "I still can't get it to go forwards, darn. Maybe it's just my computer. I have a more complex script that makes it so that the player can no longer jump once in/on the vehicle and it also can go up and down too. But I can't get the stupid forwards and backwards to work

Maybe it's just me. Well done for getting this to work though Ertlov.

Tyrano"


Why can't we go forward because I can't go forward do we need a version to go forward because I can go back, but now forward
Cheese Cake
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Posted: 19th Jul 2007 05:01
Is it possible to lets just say create a sort of helicopter or airplane movement?

To let it move up and down but also rotate it and move it forward an backwards? (wow when i was typing this i dont think it is possible)

And also a question.
If the player enters the vehicle and if he drives of a cliff.
Will the vehicle fall? Or will it just keep moving forward(sort of flying)?

Sorry didnt tested the script yet and also didnt dowloaded the video (cant play it).

But still anyway this script rocks!
And love it, it made me start to model all kinds of vehicles.
tyrano man
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Posted: 19th Jul 2007 22:28
Quote: "To let it move up and down but also rotate it and move it forward an backwards? (wow when i was typing this i dont think it is possible)"

My one will do that, if it ever gets working. Xplosys is having a look at it at the moment, so lets just hope

xplosys
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Posted: 19th Jul 2007 22:59
Quote: "Xplosys is having a look at it at the moment, so lets just hope"


Sorry, I've been really busy, but I promise to get on it this weekend. If you know where I can get a model that I can get the player inside of, as described by Ertlov, then I think I can get it to work. You should have to crouch to get in and out and be able to see out of the front, but not be able to walk out without crouching again.

Best.

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

Silent Thunder
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Posted: 19th Jul 2007 23:30
Quote: "Will the vehicle fall? Or will it just keep moving forward(sort of flying)?"

Neither, the vehicle stops at the edge.



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gps
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Location: England
Posted: 20th Jul 2007 04:24
@xplosys - I just put together a very basic test vehicle for you, constructed to Ertlov's specifications. Download attached

Cheers

- Graham

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xplosys
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Posted: 20th Jul 2007 15:54
gps,

Very kind of you. I promise to work on this over the weekend.

Thanks.

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

Commander in Chief
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Posted: 22nd Jul 2007 09:43
Try associating the player with the vehicle, then you dont really need lots of collision, instead the player will move with it.

Best.

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Airslide
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Posted: 22nd Jul 2007 15:33 Edited at: 22nd Jul 2007 15:34
Associating only seems to work with Y movement, not X/Z movement (get on a lift and walk around). I once tried to use that for my vehicle script, but it failed to work. Instead I would use the teleport command to teleport the player every loop. This also resets the player's rotation, which you may or may not want. The problem is that it always seems to go to 0,0,0 relative to the model, so you'll have to configure your vehicle as such.


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xplosys
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Posted: 22nd Jul 2007 19:14
gps,

I wasn't able to use your model because I couldn't enter it. I tried resizing it but still couldn't get into it. I wish I knew more about models and collision.

Quote: "Associating only seems to work with Y movement, not X/Z movement "


Exactly. When you associate the player with the entity, you associate the elevation only. The entity stays on the ground and you adjust the players height above it. When you move forward, the player losses association with the entity because the entity is no longer within the PLRDISTWITHIN parameters.

That's why you need to have a vehicle which locks the player in place and moves the entity with him.

Still working on it but I need a better vehicle. I'm not the guy who can throw one together in a matter of minutes. LOL

Best.

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

gps
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Posted: 23rd Jul 2007 23:36
@xplosys - oops, mea culpa

When I tested the model, I borrowed the .fpe file of a static entity. If you make it static, and you can get inside it... but then of course you can't go anywhere

The thing is though - as far as I can tell - you can't actually get inside a dynamic entity. Setting an object to dynamic seems to change it's collision mode to 'box' (or possibly 'reduced'), regardless of what's specified in the .fpe script So that's me officially stumped

- Graham

tyrano man
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Posted: 8th Aug 2007 10:14
Sorry to bump, just saw this. hopefully this model is good enough Xplosys. You have to jump to get into it. You can't crawl through a gap in dynamic entitys, unless you put a small hole in the top. So I took the easy aproach Hopefully its ok.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.

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xplosys
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Posted: 8th Aug 2007 15:39
tyrano man,

Thanks. Checking it out now.

Best.

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

tyrano man
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Posted: 8th Aug 2007 15:41
cool can't wait to see if this works.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
xplosys
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Posted: 8th Aug 2007 20:48
tyrano man,

The collision is still wrong for what I was trying to do, but it really doesn't matter anyway. I'm not getting anywhere with this, no matter what the model is, and I don't know where to go from here.

I just can't figure it out.

Best.

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

dfujis the rocker
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Posted: 9th Aug 2007 02:35
maybe resetting the collision value...

sorry I'm a newb to scripting

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tyrano man
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Posted: 9th Aug 2007 13:19
I'm happy to make you a model if you give me the exact specifications, or draw a sketch. But if you really can't see anyway of this working then there is no point I guess. We got so close, but maybe it is just out of reach until they fix the move fore command. But it's funny that it worked for ertlov and not others...

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
xplosys
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Posted: 9th Aug 2007 15:52
Quote: "But it's funny that it worked for ertlov and not others...
"


His explanation is vague, and I'm sure there is a reason for that. If he were to provide a working model, then the mystery would be solved, but the model he describes is beyond my understanding.

Best.

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

pak4life
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Posted: 10th Aug 2007 20:22
Hi ive read all the post... and i dled the stuff and it all works well some works anyways my question is if someone could acually make me a vehicle i could work on the script my self...

P.S Tyrano man i read your post about you could make a model for someone else was wondering you coudl do the same i dont care how it looks like just simple and i dont want you to work to hard on it just somehting really simple ...

Please and Thank you

-Pak4life
tyrano man
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Posted: 11th Aug 2007 21:03 Edited at: 11th Aug 2007 21:04
Draw a sketch with measurments and ill do it. I think i've got a hunch that it needs to be over 1 segment length in length and width.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
TJR Games
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Posted: 9th Dec 2007 11:08
It doesent work for me, can you please email me some instructions... Thx

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