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FPSC Classic Scripts / script for a defense turret---please help me----

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CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 3rd Nov 2007 16:25
ok...
what i'm trying to do is find a way to make a script for a (player) mountable minigun which prevents the player from moving except to rotate around it and move their viewsight.

ive seen a similar-ish script which locks a player when they are on an AG platform...

(from FPSFREE.COM)
so i was wondering if it would be possible to expand on that to make a weapon which acts like a turret.

You can tell i'm an old-school gamer, right?
Fruitless CRUNK
17
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Joined: 3rd Mar 2007
Location: DRINKING MY HOT COFFEE =:-)
Posted: 3rd Nov 2007 16:53
Try adding FREEZE=1 into the code before :state=2

If anyone has Xbox live please add me to you're frinds list.
My tag is FruitlessCRUNK, but tell me who you are through a message.
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 4th Nov 2007 06:15
Sorry, Fruitless, but that will only freeze the entity and not the player.

What keeps the player from moving in the script is the "plrmoveto=lift", which constantly moves the player onto the lift so the player won't be able to move away from it before being set back onto it.

You can do this with your "turret". You may need to set the turret entity's property "Is Weapon:" to an automatic weapon (or however you want your turret to act). Then in the script when the player "gets onto" the turret, run the code "Plrtake" so that the plr will "take" the turrets gun and use it. You may have some troubles forcing the player to use that gun, though. When the player "gets off" of the turret, use the command "plrdrop", to make them drop the "turret" back where it was.

It would take some serious enginuity to pull this off realistically, but I'm pretty positive that it can be done.


The one and only,
~PlystirE~

CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 4th Nov 2007 13:31
oh well im definitely doomed considering im a scripting nub.....
i guess ill just have to learn.

thanks for your help plystire i gotta good idea of what to do now

You can tell i'm an old-school gamer, right?
I am Frankie
17
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Joined: 1st Nov 2007
Location: USA
Posted: 4th Nov 2007 16:10
Thats a great idea. If you could do that, you could make a veical with a gun thay follows a waypoint. It could be like the first level in call of duty 3. The one where you are on the truck and have to use the machine gun while the truck is moving on a pre set path(like a waypoint). If you make any progress please post it here.

*FRANKIE* (iamFrankie)
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 10th Nov 2007 01:31 Edited at: 10th Nov 2007 01:32
you Know Frankie, thats exactly what i was planning next.....I dunno if it would work but it would be the nearest thing to vehicles we'll ever get, (probs, i'm still waiting for some ingenious soul to work that one out.

You can tell i'm an old-school gamer, right?
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 10th Nov 2007 18:24 Edited at: 10th Nov 2007 18:41
Make the turret a character so it holds its own gun. (that way you not picking up a weapon)
In fact, you could easily assign new weapons to the base turret model.
Also as a character it gives you better movement actions.

This would be better suited for remote guns, like the one you place in BF2142.
All you need is the allies script so it shoots only the enemy.

It could rotate on a keypress though if the user was close, if you wanted to set its direction to scan. (it would have a limited cone)

Don't forget to visit Conjured Entertainment

CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 10th Nov 2007 22:33
hmmm....i was wanting one where the player actually has a hold on it and rotates it. ill consider your idea cos its much easier

You can tell i'm an old-school gamer, right?
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Nov 2007 01:59
Yeah, that's the problem there Conjured, that would require empty's mod in order to work, and I was TRYING to make it so it'd work for every stock version of FPSC, lol.


The one and only,
~PlystirE~

CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 16th Nov 2007 18:52
yeh i want to make it so that i don't need empty's to work it.

You can tell i'm an old-school gamer, right?

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