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FPSC Classic Scripts / Camera sees you; mission failed?

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Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 19th Feb 2008 23:57
In my new game Kola, I'm aiming to have in about 3 or 4 of the total of 30 levels be very limited; how do I have it so that when a security camera (like the one from Bond1's pack) it triggers an alarm?

Also, as a side note, how could the character hide bodies (pick them up and put them somewhere else)?

Check out the Kola (WIP) thread in the showcase board for more info.
~AI

Kola
A game set during the second Cold War
Coming Q3 2009
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 20th Feb 2008 01:11
Pain
FPSC Reloaded TGC Backer
17
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Location: Lake Orion, MI - USA
Posted: 21st Feb 2008 04:05
also you can make it:

the camrra dies = mission failed

read the Hint and tips guid.

pain

Me = noob

and i love The TGC : )
Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 23rd Feb 2008 12:52
Or you could model the camera to have an invisible, cone-shaped view area, and when you collide with it, you're dead.
Pride
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Location: Eastern USA
Posted: 23rd Feb 2008 15:41
But if you die, you'll hear the finalmoan sound and then fall to the ground, or in my case (and maybe a few other's) you'll see all of the Visual Damage System splats.

The cone thing is pretty good, but I'm lazy and have little time. As for picking up bodies, you can make it when an enemy dies, it spawns a dynamic corpse (possibly the stock sci-fi corpse) and you can pick it up and throw it away. Splinter Cell would be nice to duplicate in FPSC, huh?

Hey mods, I liked my siggy!
Zdrok
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Location: Pittsburgh
Posted: 23rd Feb 2008 16:25
Quote: "Splinter Cell would be nice to duplicate in FPSC, huh?"

Yes indeedy dandy. I'd prefer the great AI, lighting, and other stuff: cameras, alarms, civillians, etc.) over this FPSC (no offense, TGC) crap. I mean, some of us are too lazy/impatient (hint, hint) to use DBPro, so it'd be nice if we could have things that're in X10, like ragdoll, bloom, the X10 AI, etc. And I've got an idea: don't hold a pistol 5 inches in front of your face! It's a gun, not a suicide weapon! (well, actually, I take that back)
Overall, current FPSC = bad; a Splinter Cell FPS = good. Soory for my ranting, I had to vent.

~AI

Kola
A game set during the second Cold War
Coming Q3 2009
Pride
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Location: Eastern USA
Posted: 24th Feb 2008 01:12
Hey, just how I feel! But, in Lee's some-what altered words, 'FPSC x9 was meant for an open-source game creation engine, so things like DarkPhysics and DarkAI will not be added because x9 is supposed to be open-source'. So, that means x10 isn't open-source (as far as I know) so it contains things like DarkAI and DarkPhysics for the hell of it; so it couldn't be open-source. Bloom, again in Lee's some-what altered words, 'An effect like that, as well as GPU instancing and ragdoll, are x10 exclusive'. Probably because Direct X 9 may not be able to handle GPU instancing, because of Direct X 9's abilities. So, get Vista and x10 and be happy! I'm mad too, I'd love to have ragdolls and such in FPSC x9 because I FREAKING LOVE 'EM!!! But, TGC have a market to invest in. So, it's all centered towards TGC earning money, which is understandable. Hope you get my point,

==MeZo

Hey mods, I liked my siggy!
Zdrok
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Posted: 24th Feb 2008 02:05
I agree with your point, MeZo. But the thing is is that I will not not will I ever buy Vista due to rumors of unstability and lack of tolerable security. XP is my home, no matter what. Games like Crysis, Far Cry; they are on X9 cards, but still have ragdoll and watered-down bloom and other things X10 has. It's all about money now; the USD is weaker in value, so more money = less food = no one living in the USA. I'm serious, if they want a battle, we'll give them a war.

Kola
A game set during the second Cold War
Coming Q3 2009
Pride
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Posted: 24th Feb 2008 03:11
Haha! I like your attitude! Yes, ragdoll is very well possible in x9, but that would involve DarkPhysics, which is x10 exclusive. It makes me mad too, why couldn't they just implement it into x9 and make us happy? Money. It all sadly boils down to TGC making their money. I both hate the idea, but understand it at the same time. I've been in this type of money-making thing, and I know what's up with their money. I too think Vista is un-stable, but screw that, I WANT X10! I've tried convincing my father refuses. So when we all convert to Vista, I'll be happy and you'll be happy. Woo.

I have an EERIE feeling we just freakin' hi-jacked this thread. So, I'll go back on-topic:

Not to mention if you die, you'll just restart the level if you have a multitude of lives, or just spawn at a check-point likewise.

Airslide, I think I'll do something to modify whatever you did.

Hey mods, I liked my siggy!
Pride
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Posted: 24th Feb 2008 03:25 Edited at: 24th Feb 2008 03:34
Well, here's my pathetic attempt. I just modified one line of the script. The change isn't significant enough to credit me, so credit Airslide by all means. Give it to Bond1's camera's Main AI script (Model Pack 2). What it does is end the game when you get in the camera's range.

Heck, give it to anything that calls for a failure when you're in it's proximity.

Hey mods, I liked my siggy!

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Zdrok
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Posted: 24th Feb 2008 04:16 Edited at: 24th Feb 2008 04:16
Thanks, MeZo.

And no promblem with hijacking the thread. I made it anyways.

Kola
A game set during the second Cold War
Coming Q3 2009
CoffeeGrunt
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Posted: 24th Feb 2008 09:51
Dudes, you're talking about ragdolling and bloom as if they're the latest technologies.......

Ragdolling was in half-life.......

....and bloom's been available since TESIVblivion, probably even before that....

They're not some new technologies, just we're living in the dark ages here.....

Zdrok
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Posted: 24th Feb 2008 15:17
Quote: "They're not some new technologies, just we're living in the dark ages here....."

That's what I meant. If even Half-Like 1 could do it, why not FPSC Classic, which when it was only beginning in 2001! Ragdoll was in '01, why didn't they implement it? Jeez, all I want is to make nice looking game (no, not Crysis).

Kola
A game set during the second Cold War
Coming Q3 2009
CoffeeGrunt
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Posted: 24th Feb 2008 15:51
Quote: "Jeez, all I want is to make nice looking game (no, not Crysis).
"


No one said that isn't possible.....

I understand you now AI, and why you could never sit on an idea for a game....

You couldn't make an FPSC game, because you don't have enough skill...

First, it was 'cos you didn't have MP 9&10, now it's that you don't have ragdoll, plenty of people have made great games regardless of their implementation or not.....

Kilgore
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Posted: 24th Feb 2008 17:49
Quote: "Or you could model the camera to have an invisible, cone-shaped view area, and when you collide with it, you're dead. "


This is exactly what I'm trying to do. Being a complete novice, can anyone point me in the right direction on doing this? I assume that I should import the security camera model into Milkshape (or similar) and attach the cone? How would I make the cone invisible?

Sorry if these are very basic questions. I tried the other suggested scripts elsewhere, but none seem to react to the rotating camera's field of vision as it moves.

Any advice greatly appreciated!!
Pride
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Posted: 24th Feb 2008 19:36 Edited at: 24th Feb 2008 19:36
Coffee grunt, admit it, the death animations for the stock and model pack entities suck. Except for the zombie doctor, now we just needed variety for them, rather than them looking the SAME when they're dead. I agree, ragdoll isn't new, but it all freakin' boils down to the money-making scheme. I assume I don't have to go over it again.

Oh, I forgot you started the thread

Hey mods, I liked my siggy!
CoffeeGrunt
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Posted: 24th Feb 2008 19:51
Quote: "Coffee grunt, admit it, the death animations for the stock and model pack entities suck. Except for the zombie doctor, now we just needed variety for them, rather than them looking the SAME when they're dead. I agree, ragdoll isn't new, but it all freakin' boils down to the money-making scheme. I assume I don't have to go over it again.
"


I didn't say that they don't.

Zdrok
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Posted: 24th Feb 2008 21:38
Kola currently doesn't need the script, but I'll use it when needed, say in a bunker or something.

Kola
A game set during the second Cold War
Coming Q3 2009
Paul08
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Posted: 3rd Mar 2008 11:11
just thought i might try and help with the actual question in hand:

Quote: "This is exactly what I'm trying to do. Being a complete novice, can anyone point me in the right direction on doing this? I assume that I should import the security camera model into Milkshape (or similar) and attach the cone? How would I make the cone invisible?"


editor: create a coned object - dont texture it. this is the size of the area where you will be seen so make it relative to size of camera.

in game: 2. Load camera object and position it

in game: 3. load coned object and position it just in front of the camera so something like: O<

(where O is camera and < is area/cone)

in game: 4. hide object (cone) ((i dont know about fpsc but should be possible, either hide object or set transparency))

in game: 5. set up a collision if statement (ex in dbp: if object collision ( 1,2) )

in game: 6. rotate both the camera object and the cone object at the same relative speed/angles.
So just a simple rotate command in a loop.

TO TEST: maybe leave the cone object visible and setup a print statement so you know if you've been seen..

You could even texture the cone with a cool texture and some alpha/transparency so you can see the camera objects field of view - sort of like a light green colour or something - gives the player a chance?

Just some ideas for you there.
Now go and make brilliant games!

Paul
Paul08
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Posted: 3rd Mar 2008 13:05
Oh another idea for you:

dont display a camera object at all.

use the hidden cone idea, then position the current camera at the top of the cone (where you want your camera facing)

then display a green sprite or plain over the cameras view and set it slightly transparent (translucent) - this will give the effect its a camera - then have your player hide behind boxes and stuff but from the cameras perspective - giving the impression someones waching - this would only work if the camera wasnt rotating very fast otherwise the player would have to wait for the camera to come back before (s)he could move.

i've seen this on GTA vice city I THINK, dont quote me..

Paul
Kilgore
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Posted: 3rd Mar 2008 22:59
Quote: "Just some ideas for you there."


Thanks a lot, Paul - much appreciated.

For the record, I played about with various methods. I tried using an invisible cone, but found the collision detection too unreliable. The closest I came to success was creating the camera as a character with a narrow field of vision. The problem with that was that the model seemed always to be 'seeing' from a central point, regardless of the head rotation.

In the end, the value of having the camera in my level didn't match the time spent, so I resolved to come back to it, if I need to, once I know what I'm doing with FPSC!

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