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FPSC Classic Scripts / child perspective

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svenapv
16
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Joined: 29th Nov 2007
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Posted: 29th Dec 2008 22:41
hi,
i try to make a game where the player is a child
so the player's perspective should be like he's crouching all the time
i thought it would be easy, but i couldn't find a script for the controles or where are set the setings for the player
does anyone know where to find it?
or what els i can do to make the player crouch down all the time?
mac5150
15
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Posted: 29th Dec 2008 23:10
no you cant have the player crouching all the time unless the player is holding the crouch button the whole time
the only thing i can think of is creating a charectar that is a child and using ply's mod to bind the camara ro the child i might be wrong about that though
Seth Black
FPSC Reloaded TGC Backer
19
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Location: Pittsburgh, PA
Posted: 29th Dec 2008 23:26 Edited at: 29th Dec 2008 23:35
...scripting for a permanent crouch won't work. It's hardcoded in the engine. Besides, any jumping or running would just ruin the illusion.

It'd be a bit time consuming, but you could get the desired perspective by tweaking the scale of the characters, entities, and segments.

Scaling up 150% to 175% from existing settings would lower the player's angle of view, and lend itself to the illusion you're after...


Plystire
21
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Location: Staring into the digital ether
Posted: 30th Dec 2008 00:28
Good ideas. Seth's idea is definitally the way to go if you don't want to use a Mod.

You should be able to scale your entities by setting a scale option in their FPE files, and to upsize the segments, simply use two levels instead of 1 to make a room.


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Hockeykid
DBPro Tool Maker
17
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Posted: 30th Dec 2008 04:17
Well i came up with an idea don't know if it would work but couldn't you make a floor that you can walk throw and the layer below put an actual solid floor to make it look like your a kid?

by the way ply whats with the Pokemon what happened to that girl from that spy show that was on cartoonnet work years ago.

]
Crusader2
16
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Posted: 30th Dec 2008 20:36
Quote: "Good ideas. Seth's idea is definitally the way to go if you don't want to use a Mod."


Is that a hint Ply?

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Plystire
21
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Posted: 30th Dec 2008 22:18
No, that's not a hint.


Quote: "what happened to that girl from that spy show that was on cartoonnet work years ago."


Lmfao!!!

That wasn't a chick from that lame spy show. It's from a fanpic of Samus by Ruben de Vela. (Great anime artist, btw)
I'd link to the pic, but it's a little..... "showy".


The one and only,


Hockeykid
DBPro Tool Maker
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Posted: 30th Dec 2008 22:40
o well oops? hehe anyways i like my way around the child perspective.

]
Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 31st Dec 2008 16:07 Edited at: 31st Dec 2008 16:11
...have at it, hockeykid.

You're going to have to do an awful lot of work to have the visible floor:

1. Look correct throughout the entire game, and be in proper registration with all other segments.

2. Have no collisions, and yet have all other entities sit/stand/walk normally upon its surface.

Best of luck in your endeavor...


Hockeykid
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Posted: 31st Dec 2008 19:06
eww good point

]
svenapv
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Posted: 31st Dec 2008 19:43
nice ideas, but so much work to do it well, and make it look good...

what if i make a kind of shaft segment, but only the top of the shaft. than make it infisible and make sure it is on the whole level so you are forced to crouch, would that work?
or isn't it possible to make a segment invisible?
Conjured Entertainment
AGK Developer
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Posted: 31st Dec 2008 23:47 Edited at: 1st Jan 2009 00:39
The scaling method as suggested by Seth is the way to go for a child's perspective for the player.

Plystire
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Posted: 1st Jan 2009 00:10
Haven't done a lot of tests with segments, so this may be completely bogus, but wouldn't utilizing transparent segments mess with the portal system in FPSC? I mean, it's simplistic in it's nature and to have something see-through just might make it mess up.


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Conjured Entertainment
AGK Developer
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Posted: 1st Jan 2009 00:29 Edited at: 1st Jan 2009 01:00
Quote: "Haven't done a lot of tests with segments, so this may be completely bogus, but wouldn't utilizing transparent segments mess with the portal system in FPSC?"
Yeah, I think you may be right.
However, I have never tested it either that I can remember.

I thought I had made a wall segment transparent before, but it must have been an entity. (memory failure again. sorry)
I could have sworn that the rgb 0,0,0 worked on a ground segment before, but it wouldn't work when I just tested it.
What does work on the ground segment is a transparent (blank) texture.
It showed up as white in the editor but it was transparent in the test build.

Like I said I haven't played with it much either, but if it doesn't mess things up then could it possibly give skybox views without FPS loss?

You can find the answers to the mess up question faster than I can since you play with the source.

Dar13
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Posted: 1st Jan 2009 02:10 Edited at: 1st Jan 2009 16:32
I've made a transparent ground before and it screws up the portals system totally. Everything beyond the transparent segment is not rendered, so say you had a room with a roof. With the transparent segments the roof wouldn't render at all nor would any entities above the transparent segments.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
svenapv
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Posted: 1st Jan 2009 12:09 Edited at: 1st Jan 2009 12:11
Quote: "ive made a transparent ground before and it screws up the portals system totally. everything beyond the transparent segment is not rendered. so say you had a room with a roof. with the transparent segment theory the roof wouldn't render at all nor would any entities above the transparent segments."

oow ok, i'm going to scale everything if it's the only way

btw. happy newyear

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