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FPSC Classic Scripts / Weapon Physics?!

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Pride
16
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 3rd May 2008 21:54
I've tried and tried, but I cannot get weapons to follow the physics system!

What I'm trying to accomplish is to give a weapon the ability to drop from heights, be able to react the objects pushing it, be able to react to explosions, etc. I went into the .fpe file of the entity and changed the immobile property to 0. That only made the weapon rotate on a fixed y axis (IE. when I threw a grenade next to a weapon, it would rotate to the explosion). I even took away the weapon script, changed it to default.fpi. Nothing has worked.

Some further help would be greatly appreciated,
==MeZo

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 4th May 2008 02:55
If an entity is declared as a weapon in the fpe file, then it will have a different physics system than normal. It's hard-coded into the engine that weapons and ammo cannot react to the physics system as a normal dynamic entity does.

I believe Airslide fixed this in his Mod, however. You may want to check that out.


The one and only,


Pride
16
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 4th May 2008 04:12
Ah, that's a shame...

I'll check-out AirMod, it seems really cool, but I'm really having trouble choosing which mod to choose. EFX has the visuals, PlyMod has some awesome player features, and AirMod has so awesome weapon and other capabilities... I'll stick with the 109 beta for now, I'd hate to pick a favorite in this subject.

"Any gift can be great, no matter how small, because it's not the gift that counts, it's the meaning behind it"
"Heaven for climate, Hell for company"
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 4th May 2008 05:18
Well, if enough votes are tallied in my mods thread, I could be implementing AirMod into Ply's Mod.

I think that'd make the choosing a little easier, don't you think?


The one and only,


Zdrok
17
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Joined: 19th Dec 2006
Location: Pittsburgh
Posted: 5th May 2008 14:21
A new physics engine (similar to the Source engine) should be implemented into v2, so that all dynamic objects (a metal door, for example) could react to another dynamic entity (a shotgun blast) and the door could become dented or blown off of one or both hinges if shot in that area. Enemues should also react to the environment as well.

Hybrid
17
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Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 6th May 2008 00:52 Edited at: 6th May 2008 00:53
really, you could do what valve actually does...

you have a dynamic weapon spawn, then, after it falls, it is destroyed with the hurt fall or strength properties. Once that weapon is destroyed, it spawns the actual pick-up-able weapon. Valve used three crowbars in half life 2: Episode One when Barney gives him it, one for the actor, one for the physics, and one to be picked up. Problem solved

EDIT: this means that you will need to create a new textured entity that is an object, not a weapon.

Airslide
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Joined: 18th Oct 2004
Location: California
Posted: 6th May 2008 02:03
I'm pretty sure, if it's anything like the previous Half-life, it was one for the actors, one for the world (physics/picking up) and one for the HUD (gordon holding in his hands).

I haven't yet fixed this, I had ode handle weapons that enemies drop, but there is still too many implications with that. However, I think I can get over the main one (which is the enemy's collision box) by making it so the enemy's weapon can be dropped through a script, so they could fall over and *then* drop their weapon. It could be used while they're alive too prehaps...

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