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FPSC Classic Scripts / Multiple sounds.

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Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 12th Jul 2008 10:10 Edited at: 13th Jul 2008 11:16
Hello! I am making a side along Half-Life fan game, and i am going to use bond1's zombie.
(EDIT im not going to use Bond1's HL2 Zombie, i have the fully rigged real HL2 zombie in max)
However, the zombies on hl2 have multiple attack, idle and hurt sounds, that are chose by random. Could this be simulated in fpsc?

The Simon Cowell of TGC.
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 12th Jul 2008 11:22
Yes, there is a condition called RANDOM=X, you could use that....

E.G:

:state=0,random=3,plrdistwithin=20:animate=2,plraddhealth=20
:state=0,random=3,plrdistwithin=20:animate=3,plraddhealth=15
:state=0,random=3,plrdistwithin=20:animate=4,plraddhealth=20

Of course, you would need the zombie to have multiple attack animations built into it, I reccomend replacing the damage and animation values and such, but it's just a guideline script anyway.....

Aaagreen
17
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Location: City 17
Posted: 12th Jul 2008 13:00
I'll have a go. Thanks!

The Simon Cowell of TGC.
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Jul 2008 00:23
CG, this just made me think of yet another thing to use Plys Mod for.

Keeping track of LOTS of animations and simplifying the scripting needed to do it.

Here's an example:



In that example, state 10 and 12 are called when you want to run animation 10 or 12 (Because it sets the "Animation" variable to those values), then it also sets a "ReturnState" variable which is the state that it will go to when the animation is over with.


I just thought that would be a pretty cool way of handling animations, especially if you had a lot of them. All you would need to do is set two variables to get the animation rolling... one variable for whichever animation you want played, and the other for what state the script should go to when the animation is over!!!


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 13th Jul 2008 00:49
Wow, great system, I guess it proves that your mod is freaking awesome......

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Jul 2008 01:03
Thanks!

Of course, that's for lots of non-repeating animations, like reloading and melee attacks.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 13th Jul 2008 11:14
For this game i only plan to use mods if they are free, and use the newest source code. As this code has not been publically released, i'd prefer if it was reachable with no mods, only official updates.

The Simon Cowell of TGC.
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 13th Jul 2008 12:03
Hmm, well Lee should be releasing the V1.12 sorce soon, but I dunno if Ply's gonna merge his mod with it.....

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 14th Jul 2008 05:41
@Aaagreen:

It's entirely possible without a Mod, I was simply stating to CG that there could be a cleaner and more efficient way WITH a Mod. Didn't mean to confuse you.


@CG:

Not likely any time soon, I'm afraid.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.

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