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FPSC Classic Scripts / Stun Grenades

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Oakley Design
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Joined: 18th Jun 2007
Location: Uranus
Posted: 2nd Jun 2008 12:17
How would you go about creating a stun grenade? Basically it must meet the following specifications:

1.Not reduce the enemy's or the player's health (I assume you can simply set the weapon damage to 0)
2.Make the enemy become inactive for a couple of seconds, for example they fall down, freeze for 2 secs then get back up.

There is a couple of other things I would want it to do but I shall leave these for another time so I don't overwhelm people, plus I dont want ppl to steal our idea until we have done it first

Thanks.

Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 2nd Jun 2008 17:20
...if you don't want anyone to steal your idea, why bother posting this?

The concept of a concussion grenade isn't a new one. They've been in use for sometime now, in the real world.

You realize someone is going to probably bring this to fruition in pretty quick order, and most likely beat your debut to the punch...


Oakley Design
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Posted: 2nd Jun 2008 17:39 Edited at: 2nd Jun 2008 17:40
Oh thankyou for your input. WOW!! I had no idea that stun grenades exsisted in real life!! I thought I had created a new kind of super weapon!

Also I do not wanna protect the stun grenade idea. If you read the post properly you would see that
Quote: "There is a couple of other things I would want it to do but I shall leave these for another time so I don't overwhelm people, plus I dont want ppl to steal our idea until we have done it first"


Thanks once again.

Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 2nd Jun 2008 17:45 Edited at: 2nd Jun 2008 17:47
...a wee bit of sarcasm goes a very long way. Cool it.

I read just fine thanks. I just didn't see what all the hype was being built up for.

Why not just make the darn thing?


Oakley Design
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Posted: 2nd Jun 2008 17:50 Edited at: 2nd Jun 2008 17:51
lol soz .

We have a game in developement which (if possible) will do some things that have either not been seen in an FPSC game or have not been done particularly well. It will not be revolutionary, but still different.

Please don't think I am some n00b who thinks they are gonna make the best game straight outa the box. If I can get a couple of things working then it will be awesome.

Only time will tell

Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 2nd Jun 2008 17:56
...good luck to you in your endeavours...


Pride
16
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 3rd Jun 2008 00:36
Let us get this straight, I'm going to assume, Oakly, that you've had FPSC for a year (join date).

You cannot script flak, only change it's settings. So throwing a grenade can only result in one thing: an explosion. That's it, easy and to the point. I believe Butter Fingers found a slight work-around, but it failed in the end.

You quite frankly cannot do this with a weapon, but you can do this with an item. You can have fun scripting that out, I'm only the messenger.

Good luck, man,
==Pride


Formerly MeZo
Plystire
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Location: Staring into the digital ether
Posted: 3rd Jun 2008 01:01
I think his idea behind this is to set the damage fromt he explosion of the flak to 0, meaning the enemies won't take damage, but they'll still be knocked down from the impact. Thus resulting in a small stun grenade.

I don't know what else he ahd in mind for this, as it seems that this is about as far as it'll go for the time being.


The one and only,


Hybrid
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Location: In the p-block, group 7.
Posted: 8th Jun 2008 23:00
Hey Ply, I have an Idea. Well, you know when you save your game, a script is involved in taking a screenshot and loading it in the menu. Well, in counterst4rike source, the flash bang takes a screenshot that fades away after a while. I was messing around with the smoke decal, tyring to make it bigger, but I couldn't, I could only make it white, like a clash, but not big enough to simulate one. Implimenting the sound woul dbe easy, but making the flash part is hard. Then I thought, what if you have a script, similar to the many pick-upable flashlight ones, to have a key pressed, then spawn an entity or something. This is probably not possible, but If there is a work around, then the flash bang script could work. Any suggestions?

Plystire
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Posted: 9th Jun 2008 15:01
The problem with the flashbang is that usually you're only effected if you're close enough to it (And, to be accurate, if you're LOOKING at it)... but you can't check distance to/from flak that has been thrown, only from the entity doing the throwing.


Also, a script doesn't take screenshots in-game. That is hard-coded into the engine, right after the screen has been sync'd.


The one and only,


Fruitless CRUNK
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Posted: 9th Jun 2008 17:40 Edited at: 9th Jun 2008 17:41
Have fun trying to make this. I tryed long ago and faild......horrably. The closest I got was I threw it, and it went boom just as pland. The AI however, did not stun like I wanted him to. He just ran right through it like he was Iron Man.

If you do make it.......please.......TELL ME HOW!!!.........please?

BOOM!!!!!! HEAD SHOT!!!
Draglan
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Posted: 9th Jun 2008 23:43
Quote: "We have a game in developement which..."


Who is this "We" you are talking about?

Beep
Conjured Entertainment
AGK Developer
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Posted: 10th Jun 2008 04:46 Edited at: 10th Jun 2008 04:49
Quote: "but you can't check distance to/from flak that has been thrown, only from the entity doing the throwing"

Yeah, now that we have the settargetname=x, it would be nice to have a targetdistwithin=x and targetdistfurther=x

Quote: "You quite frankly cannot do this with a weapon, but you can do this with an item. You can have fun scripting that out, I'm only the messenger."

I agree, make the grenade an entity rather than a traditional weapon? (since it doesn't effect health anyway)
Throw it with the movefore=x for the toss, which could even be different increments based on how long the player held down the toss key.
Then the activateallinzone=x could cause all the enemies within range to do whatever you want when in that activated state. (freeze)
A plrdistwithin=x could also be in the grenades script in case they threw it against something and it bounced back.

All you need for the player is a white hud that slowly fades out and the plrfreeze action.

Don't forget to visit Conjured Entertainment

Hybrid
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Posted: 10th Jun 2008 04:49
yes, but that would involve having little zones in every pissoble spot in your mat and hundreds of scripts running at once.

@PLY: I know, I was just wondering if there as a work around.

Conjured Entertainment
AGK Developer
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Posted: 10th Jun 2008 04:50 Edited at: 10th Jun 2008 04:54
Quote: "yes, but that would involve having little zones in every pissoble spot in your mat and hundreds of scripts running at once. "

Why do you say that?

I was talking about only 1 zone...the entity's zone.
It would only be one script and run the state checking for distances after it was thrown.

I think this is possible, so its now on my list.
I got a game I am making now and a body armor system to finish, but after that I'll play with this 'stun grenade' idea.

Don't forget to visit Conjured Entertainment

Plystire
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Posted: 10th Jun 2008 07:40
Quote: "now that we have the settargetname=x"


Lol, you make it sound like it was just added in the latest update.

We've had that command since V1.04.


As for using an entity as a flashbang... wouldn't that seem a little awkward, having to pick up your grenade off the ground, or carry it around with you, then throw it, much unlike a weapon-style grenade?


The one and only,


Slayer222
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Posted: 10th Jun 2008 07:52
I've made a flashbang. No explosion or anything. Just a white screen that fades out and a ringing sound (which overlaps the other sounds a bit). Disadvantages: must be in a scripted are using trigger-zones and spawning entities. Not amazing, but a cool effect nonetheless.

[img]
[/img] Official Airmod fanboy. Member of the Airlside fan club
Hybrid
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Posted: 11th Jun 2008 04:33 Edited at: 11th Jun 2008 04:34
Well, I have tried and tried, but I cannot get this to work FULLY. What I did was place an entity on the floor. I set its settings to as follows:

1. The Main A.I. SCRIPT IS A CUSTOM ONE THAT MAKES IT FULLY TRANSPARENT. IT IS As FOLLOWS. This is important if you don't want to see floor entities everywhere.

apperaclear.fpi:



Then, the main A.I. is also a custom script.

FLASHBANG.fpi:



As you can tell, you need a pure white hud to act as the blinding agent in the correct folder, as well as your flash sound. NOTE: this sound is just the ears ringing, the sound is delayed, so it cannot contain the explosion sound as well. Anyhow, once you have this set up, set its health above ten, and make it immobile.

There are your floor segmeants. These, when dammaged, will make the flashbang.

Then, if youw irh, model a flash grenade, of just use the stock ones. Anything that will cause dammage will work fine. Then have fun.


ISSUES:

First of all, I need help with the script, it works for the first flash perfectly, but after that, it messes everything up. Any help? Continuing, if the "tiles" are dammaged in any way, including being shot, then they will flash. Also, I need to add a point where the player is not affected ny the flash anymore, I should plrwithin to make a point where the player is no flashed from a certain distance. This is simple. Anyhow, It is a rough start, but atleast I managed a "beta" if you will of a much better method.

Now all I need is people to edit, improve, and test this script. I have included a video of the final result, the fpi, the script, and some screenshots. Enjoy!

Sorry:

I cannot upload the video, so I have a like to filefront.com on the next post.

Ocho Geek
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Posted: 11th Jun 2008 23:10
Quote: " I had no idea that stun grenades exsisted in real life!! "


you've never played Counter strike have you? works in a similar way to a flashbang, distorting the senses

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