Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / [LOCKED] An ally script without sensei ai

Author
Message
chaos warrior
17
Years of Service
User Offline
Joined: 21st Aug 2007
Location:
Posted: 8th Nov 2007 10:25
well i'm not good with fpi scripting,so i'm wondering if i could combine one of theese scripts on this link:

http://www.fpsfree.com/downloads.htm#Scripts

I mean these two scripts:roving guard and enemy shoot!
The result would be that the ''ally'' at least would walk.
Oh yeah and i don't wan't to get the sensei AI is because i want the 1.07 version!
Please i really want this combination of scripts !
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 8th Nov 2007 11:35
This has been asked before... many times.

Please search the boards before posting about something, you never know, you might find the answer without needing to make a thread.

But, just for grins and giggles, I'll tell you what everybody else asking this had to hear:

You cannot make allies without a modded version FPSC. Meaning you'd have to go back to V1.0

The reasoning behind this is:

1) Without a mod, entities cannot harm other entities
2) The AI just turns out better with a mod


The one and only,
~PlystirE~

chaos warrior
17
Years of Service
User Offline
Joined: 21st Aug 2007
Location:
Posted: 8th Nov 2007 11:50
Well i can chew on the fact that they can't hurt eah other but with the enemy shoot script they can't walk which is more important to me,i just want someone to edit that script so they could at least walk(best walk like in the other script i mentioned).
So i'm not asking somebody to make a completely new script,just to combine theese two scripts!

Another possibility is to make the Enemy shoot script into a shoot script so that the roving guard script would be the main script...

p.s.if it really already is a script like that why don't you post a link?
chaos warrior
17
Years of Service
User Offline
Joined: 21st Aug 2007
Location:
Posted: 9th Nov 2007 15:23
I've tried to make it myself...it doesn't work...

Where did i make a mistake?
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 10th Nov 2007 03:20
"it doesn't work"

That tells me nothing about what's going wrong with your script. Be a little more descriptive about what's going wrong.

One thing I did notice, though, this line:

:state=13,ifweapon=0:state=2,setframe=6

Will set the state to "2" when the entity needs to reload, but you don't have a single line of script that looks for "state=2", and so, when the entity needs to reload, it will completely stop processing.


The one and only,
~PlystirE~

chaos warrior
17
Years of Service
User Offline
Joined: 21st Aug 2007
Location:
Posted: 10th Nov 2007 12:16
Well when the level lkoads he starts walking but as soon as he finds the first wall or something he stops...
chaos warrior
17
Years of Service
User Offline
Joined: 21st Aug 2007
Location:
Posted: 10th Nov 2007 19:21
I think i made it!Finally here it is:


I think there might be a line or two too which is not in use...
Simply copy the codes here into a fpi file
And if you encounter any problems with it post it here!

p.s. i would like someone to tell me how he likes it!

Attachments

Login to view attachments
sps999
17
Years of Service
User Offline
Joined: 23rd Oct 2007
Location: On my Computer
Posted: 18th Nov 2007 04:44
nice script, except for one thing, you have to make him face the enemies, he can't be facing the other way and he'll just keep going into the wall until he reaches a corner, then he'll change directions.

BTW, could you make something so it followa the player throughout the level. It would be really helpful.

Once again, nice script.
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 18th Nov 2007 08:35
To make an entity follow the player simply use this action:

followplr

So, for this script, it would work best if you did that when the entity ISN'T occupied doing something else.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
rudeboy
18
Years of Service
User Offline
Joined: 6th Nov 2006
Location:
Posted: 18th Nov 2007 14:12
At least your ally script actually works. I got the V1 and used empty's mod and my so called "allies" just turn away from the enemy and crouch and only shoot when I shoot the allies for about 1 second
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 18th Nov 2007 16:43
the reason they didn't work is because you are supposed to use both ally scripts..... ally1 and ally2 or something like that....

same with the enemies.......

You can tell i'm an old-school gamer, right?
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 19th Nov 2007 18:22 Edited at: 19th Nov 2007 22:59
This is a simple "follow the player script" with the appearance of allies thrown in. When you get within range of the character (200 by default) he take a defensive stance and face you. Now where ever you go, he will follow you (within the confines of the program).



If you only want the character to follow you, comment out the last :state=1 line and adjust the distances with the plrdistwithin conditions.

When you encounter enemies and need help (remember that these allies cannot really help you or hurt you, they are just firing blindly with no assigned target) press Z. The character will come forward and return fire with you. If you move away from the battle, the character will stop firing and follow you again.

NOTES:
1. I don't know of any way to make the character do this automatically (without you pressing a key).
2. The first time you bring the character into battle, his run animation does not work properly. After the first time, it does.
3. This was tested with SciFi characters in V1.07.

Best.

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

Gunn3r
18
Years of Service
User Offline
Joined: 12th Jun 2006
Location: Portland, OR
Posted: 22nd Nov 2007 20:24
This script works pretty well, xplosys. Thanks for the great alternative to sensei.

halospree
18
Years of Service
User Offline
Joined: 17th Oct 2006
Location: Look behind you...
Posted: 28th Nov 2007 11:06
Sorry about the noob question, but do i put the script as main script or shoot script?

Halospree


www.freewebs.com/callofreedom
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 28th Nov 2007 14:57
This would be the AIMain script.

Best.

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

halospree
18
Years of Service
User Offline
Joined: 17th Oct 2006
Location: Look behind you...
Posted: 29th Nov 2007 12:31
ok! Thanks for the great script xplosys!

www.freewebs.com/callofreedom
Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 29th Nov 2007 21:42
What does the 'ifweapon' command do?

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 29th Nov 2007 23:24 Edited at: 29th Nov 2007 23:24
IFWEAPON is a condition.

IFWEAPON=1 is true when the weapon is loaded
IFWEAPON=0 is true when the weapon is empty

Best.

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

Red_Devil
17
Years of Service
User Offline
Joined: 30th Nov 2006
Location:
Posted: 27th Feb 2008 00:42
Yeah nice scripts testing now

Everyone has brain farts.
Keo C
17
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Somewhere between here and there.
Posted: 27th Feb 2008 01:09
You've been here long enough to know not to Mega-bump.


Image made by the overworked Biggadd.

Login to post a reply

Server time is: 2024-11-24 06:45:29
Your offset time is: 2024-11-24 06:45:29