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FPSC Classic Scripts / Stealth aspects?

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Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 3rd Feb 2008 17:12
Have anyone here played Splinter Cell before? Well, the enemies react to even the smallest sound, and I was just wondering if you could have them come close to, say, a bullethole when they see it? Also, it is possible to have enemies holster their weapons, but equip it if they hear/see something?

Sorry for my asking so many questions, but I have a few more: When the enemy sees you, is it possible to have intense music play until the threat is gone? And the last one: is it possible for the player to hide in the shadows and become almost invisible to the enemy and other NPCs? Once again, sorry for asking these questions, but these aspcts are needed for my game.

Thanks in advance,
~AI

Failure to Cooperate
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Hybrid
17
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Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 4th Feb 2008 03:26
These are answered in order:

Yes, I have Played it before.

I really don't think so, but if you make an entity disapear (fake wall) and them make a script so that when the entity is destroyed, the cheracter goes to it. this is very complicated and glitchy.
See my valve portal thread, if it still exists.

No, unless you animate them with a holster animation.

You can use custom scripts to play a sound, or use sound zones as well. = Yes I am too busy to do this, though. Sorry.

No. Lightmaps have nothing to do with the FPI scripts. If you use trigger zones, an enemy could spawn in a zone when a player setps into the light. i.e. put trigger zones in areas with light. Tis way, there aren't a lot of enemies if the player stays in the shadows.

Best of Luck.

The Cake is a Lie!
107295
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Joined: 26th May 2007
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Posted: 4th Feb 2008 11:12
I can help you with the "shadows script". Make something like this:



then



I'm not too sure on how to use the activated script, and I am away from my real computer, so the script might not work. Might be blocky as well, but it's the closest you'll get to the real thing.

So a Shepard said to his flock; "Thou shalt be confuseth!" and so they were.
Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 4th Feb 2008 22:17
@ 107295: The scripts don't work. Oh well, there goes the stealth part of FtC.

Is it possible to have enemies react to any sound, whether it's a gunshot or a window being smashed?

Failure to Cooperate
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Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 5th Feb 2008 08:40
From teh FPSC Documentation Manual:
Quote: "NOISEHEARD=X : is true when the entity hears a broadcast noise from scene"


So "NoiseHeard=1" will be true if the entity heard a sound from nearby. THere isn't any way to make the entities more or less sensitive to hearing, so what you see is what you get... or what you hear, in this case.

A lot of the default AI has this condition used already, so if you look through some of the default AI scripts and find this command, then they should already react to sound.


The one and only,
~PlystirE~

Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 7th Feb 2008 01:31
So if I want an enemy to react to sound, then I just place that line where in the script?

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Plystire
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 7th Feb 2008 07:47
It's a condition so it'll be a condition for when the enemy engages the player.

Usually in a script it'll have a part that sends it into "engage mode" or something like that.

Here's an example script:



That's a super watered down AI script, but basically you can see that state=20 is the area in which the enemy is reacting and trying to kill the player. It got sent into that area of the script by the state=4 line, where if they heard a sound, then it goes to the state=20 section and starts shooting the player!

I'm sure you can figure out how to put it into a default script. Try opening up a few to find some examples.


The one and only,
~PlystirE~

Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 7th Feb 2008 22:12
So, I can just copy it into any script that doesn't have that, correct? I'm no scripter, so I don't know.

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Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 7th Feb 2008 22:13
No, that won't work as-is.

You'll need to incorporate it into an existing script and merge it with that script's current commands.

You should consider looking into learning how to script. Nickydude's Tips and Tricks guide will definitally help.


The one and only,
~PlystirE~

Airslide
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Joined: 18th Oct 2004
Location: California
Posted: 8th Feb 2008 04:51
I'm not sure if the code works or if the new lightmapper broke it but I thought I saw something in the source that determines an enemy's chance of seeing you and their accuracy based on the light your standing in....

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