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FPSC Classic Scripts / explanation of animate=x

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JoeSan
17
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Joined: 15th Aug 2007
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Posted: 21st Aug 2007 14:20
I know it has been posted previously but I've seen no answers. Is there anyplace where I can see what each number in "animate=x" represents?
The hard way I've been using is make a 2 line script and change each time the number next to "animate" and see what happens.
xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 21st Aug 2007 16:46
No. Animation Start End

0 = Spawn 190, 209
1 = Idle 210, 234
2 = Move Slow 235, 259
3 = Strafe Left 260, 279
4 = Strafe Right 280, 299
5 = Move Fast 300, 318
6 = Reload Weapon (or Toss) 319, 355
10 = Climb 160, 189
11 = Impact Front 0, 19
12 = Bounce Front 20, 39
13 = Get Up Front 522, 593
14 = Impact Back 40, 59
15 = Bounce Back 60, 79
16 = Get Up Back 523, 552
17 = Impact Left 120, 139
18 = Bounce Left 140, 159
20 = Impact Right 80, 99
21 = Bounce Right 100, 119
31 = Crouched Idle 356, 380
32 = Crouched Move Slow (same) 381, 405
33 = Crouched Strafe Left (same) 381, 405
34 = Crouched Strafe Right (same) 381, 405
35 = Crouched Move Fast (same) 381, 405
36 = Crouched Reload Weapon (or toss) 406, 442
40 = Freeform Idle 433, 462
41 = Freeform Move 463, 492
50 = Weapon Spawn 533, 572
51 = Weapon Idle 573, 597
52 = Weapon Move Slow 598, 622
53 = Weapon Strafe Left 623, 642
54 = Weapon Strafe Right 643, 662
55 = Weapon Move Fast 663, 681
56 = Weapon Reload Weapon (or Toss) 682, 731
57 = Weapon NEW Climb 160, 189
61 = Weapon Impact Front 0, 19
62 = Weapon Bounce Front 20, 39
63 = Weapon Get Up Front 822, 911
64 = Weapon Impact Back 40, 59
65 = Weapon Bounce Back 60, 79
66 = Weapon Get Up Back 912, 941
67 = Weapon Impact Left 120, 139
68 = Weapon Bounce Left 140, 159
70 = Weapon Impact Right 80, 99
71 = Weapon Bounce Right 100, 119
81 = Weapon Crouched Idle 732, 756
82 = Weapon Crouched Move Slow (same) 757, 781
83 = Weapon Crouched Strafe Left (same) 757, 781
84 = Weapon Crouched Strafe Right (same) 757, 781
85 = Weapon Crouched Move Fast (same) 757, 781
86 = Weapon Crouched Reload Weapon (or toss) 782, 831
90 = Weapon Freeform Idle 832, 851
91 = Weapon Freeform Move 852, 881

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

TGPEG
17
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 21st Aug 2007 18:23
It's also in the manual:
The Game Creators\FPS Creator\Docs\FPS Creator Manual.pdf

And it's on page 44 of 52

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JoeSan
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Posted: 21st Aug 2007 21:35
Thank you!!
I thought I had read the manual inside out. Well....
Since I am at it I did ask another question sometime in the past:

After doing a Test Game (compiling the things we have added) I hit ESC to finish but if I wanted to check again on it (to double check I had not seen well enough) I have to recompile and ru Test Game . Is there a way to store the last compilation and run it again without having to repeat it?
Jeremiah
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Posted: 21st Aug 2007 23:42
None, that I am aware of.
TGPEG
17
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 22nd Aug 2007 07:58 Edited at: 22nd Aug 2007 08:00
FPSC automatically makes DBO and DBU files when you make a test game. If you re-test the exact same level, you will notice that instead of saying
Ligtmapping Object **/**...
It will say
Loading Entire universe from DBO and DBU files...

Which is significantly faster than waiting for the whole test game process again.

EDIT: Also, if you quit FPS Creator, the go to the FPS Creator folder, run FPSC-Game.exe, it willl have the last level you saved still stored in the memory.

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JoeSan
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Posted: 22nd Aug 2007 14:44
I've made excercises on the fpi scipt to learn about it. I am stuck with this situation:
A key is found and after the message Press Enter to pick up" I want another hud message to appear (maybe after player is a few units away from the spot) saying "You have 2 more keys to find"

Can I do this within the same fpi or do I have to create a trigger zone ........

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