Oh, COME ON, GUYS!!! I thought I taught you all better than that.
To choose a different character for the player to play as:
- Have a "Decision" HUD at the beginning of the game.
- The decision will give a SINGLE variable a value depending upon what the player chose. (Let's say there are 3 options, then who the player chooses, it'll give this variable a value of 1, 2, or 3)
- Now, use THIS variable to determine everything else in the game.
How to make enemies react differently to your character depending on which character the player chose:
- Use a script like this for their Main AI:
:ALWAYS:globalvar=92
:varequal=1:runfpi=AIScriptforPlayer1.fpi
:varequal=2:runfpi=AIScriptforPlayer2.fpi
:varequal=3:runfpi=AIScriptforPlayer3.fpi
How to make an enemy not "see" the player:
- When the player "activates" their invisibility power, set a certain variable to a value of 1, and when it is not active have the variable set to 0.
- Now you can simply use this condition to see if the enemy will "see" the player:
:state=X:globalvar=95
:state=X,varequal=0,plrcanbeseen=1:shootplr
TADA!!!
Honestly, that's not a very hard concept. I'm ashamed of you three. *tsk tsk tsk*
For Multiplayer, you will be very hardpressed to achieve much of anything unless you know what you're doing and can effectively "trick" FPSC into letting you use scripts. That is, unless you are going to use Lemur Free for MP.
The one and only,
Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.