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FPSC Classic Scripts / Enemy Death?

Author
Message
Robert F
User Banned
Posted: 29th Sep 2007 04:45
I was wondering if its possible not to have that spin around fall to the ground death thing, and for it to just dissolve into thin air, this could be helpful for horror games, im thinking its not possible is it

Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 29th Sep 2007 15:37
yes. it can be done.

Needs a biped edit and a new script

(but I'm not going to do it.)

Robert F
User Banned
Posted: 29th Sep 2007 17:04
Quote: "Needs a biped edit and a new script"


can you please explain what a biped edit is?

SamHH
17
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 29th Sep 2007 20:43
Its a new animation.


Robert F
User Banned
Posted: 30th Sep 2007 05:05
Quote: "Its a new animation."

oh ok, thanks

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Oct 2007 03:24
I don't know about "dissolving" but you can have the entity slowly vanish into thin air when it dies.

You could declare a new animation in the entities fpe file using a frame of the entity just standing up (could be just one frame), then have the game run this animation when that entity dies. That could be put into the destroy fpi file. Also, use the same scripting as the "fadecorpse.fpi" script to have it vanish.

It'd be a bit etchy I'm sure, since I'm willing to wager that you would like the entity to be vanishing in the last frame of animation that they were in.

It's just an idea, but if you decide to try it, let me know how it goes.


The one and only,
~PlystirE~

In Soviet Russia, road forks you!

Mom: I may not be the alpha and omega, but I can sure as hell be yours!

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