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FPSC Classic Scripts / I'll pay for a script

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Message
zybbok
17
Years of Service
User Offline
Joined: 19th Jul 2007
Location:
Posted: 27th Jul 2007 07:11
Hello Folks.
Has anyone used the Benge Animated Sprite pack?
I want to use the Explosions and Smoke from the pack and I'd like to link them to an entity.
For example if I shoot an exploding barrel, I'd like to use one of the Explosions from the pack to enhance the explosion.
I'd also like to have the smoke animation coming from the barrel after it's destroyed.
Is it possible to do this as the Animations are decals.
Can I use an existing script and modify it, I'm no good at writing scripts.
If I need a new script I'll pay a fee for someone to write it for me.
Thanx in advance.
Cheese Cake
17
Years of Service
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 27th Jul 2007 14:15
Scripts isnt really my thing.
But i thought that it was possible if you shoot
an entity that a decal spawns over the entity.

As for the explosions you could replace them for originals.
game lover
17
Years of Service
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Joined: 27th Apr 2007
Location:
Posted: 27th Jul 2007 17:28
Why would you pay? I think I saw a subject a while ago explaining how to use em and its for free

We all want to be awesome, but does awesome want to be us?
Butter fingers
18
Years of Service
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Joined: 20th Mar 2006
Location: Mecca
Posted: 27th Jul 2007 18:45 Edited at: 27th Jul 2007 18:46
I'll set it up for you for £30.

EDIT***

yeah I know it's extortionate, but if you're to lazy to figure this out, you don't deserve a good deal!

game lover
17
Years of Service
User Offline
Joined: 27th Apr 2007
Location:
Posted: 27th Jul 2007 18:56 Edited at: 27th Jul 2007 23:21
Quote: "I'll set it up for you for £30.

EDIT***

yeah I know it's extortionate, but if you're to lazy to figure this out, you don't deserve a good deal!"


geez thats alot, but Butter does have a point

Edit: you made 2 topics for the same subject why?

We all want to be awesome, but does awesome want to be us?
TZap
19
Years of Service
User Offline
Joined: 29th Aug 2005
Location:
Posted: 27th Jul 2007 22:35 Edited at: 28th Jul 2007 19:15
Change the appear script of the explosion to:

:state=0:runfpidefault=1

Change the main script of the explosion to:

:state=0,activated=1:setalphafade=100,state=1,timerstart
:state=1:rundecal=2
:state=1,timergreater=500:destroy

The barrel should have the destroy script set to destroyandactivate and the IfUsed parameter to the explosion name.

Experiment with the timegreater value. 1000=1 second. You need to be careful about using the timer in case its being used in other active entites. If you can find a better solution to timing, let me know!

For the smoke, give it the same name as the explosion.
Set the appear script as per the explosion.
Set the main script of the smoke to:

:state=0,activated=1:setalphafade=100,state=1
:state=1:rundecal=2

You would have to ensure that each barrel, smoke and explosion combination have different names...eg barrel1,explosion1 go together...then another barrel2,explosion2 etc.

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