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FPSC Classic Scripts / crysis abilities?

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Replay the Master of Time
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Posted: 15th Jan 2009 03:59
is there a way to have crysis style abilities in fpsc? like super speed etc.

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Conjured Entertainment
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Posted: 15th Jan 2009 04:02
NEWJUMPHEIGHT=X
Change the default jump height of the player to X (default 50)

That allows for nano jump technology.

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Posted: 15th Jan 2009 07:41 Edited at: 15th Jan 2009 07:42
thanks CE but where do i apply the script?

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Plystire
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Posted: 15th Jan 2009 09:00
you would want to script something that checks for the player pressing a key or something to activate it and then going into a state that sets the new jump height and waits for deactivation (maybe a timer or another key press)

The script would ideally be placed on a dynamic entity or light marker that is always active (like a triggerzone)


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Posted: 15th Jan 2009 09:17 Edited at: 15th Jan 2009 09:18
thanks plystire, also with the nanojump it is activated when in strength mode can i make the player able to lift heavy items at the same time.

the nanosuit has other abilities like cloak, which makes you invisible, speed, which makes you run constantly at high speed and armour which protects you from enemy fire. would any of those abilities be doable? (and yes i know that the nanosuit also has adaptions but i don't really care about that one).

btw plystire what with the dragon and where do you get it?

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Plystire
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Posted: 15th Jan 2009 22:36
No, you can't alter how much weight the player can lift without modding the source. You also can't change how much an object weighs.

I know what all the crysis abilities are, but here's the thing:
- You can't dynamically apply a shader to anything. You can't hide the player's gun while it's still active. So no invisibility effect.
- You can't alter how fast the player runs without modding the source. So no super speed.

I believe armor was covered before somewhere else. Can't seem tofind the thread for it, though. Maybe Conjured knows where it is.


As for your last question. Click it and find out


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Posted: 16th Jan 2009 02:23
Quote: "No, you can't alter how much weight the player can lift without modding the source. You also can't change how much an object weighs.

I know what all the crysis abilities are, but here's the thing:
- You can't dynamically apply a shader to anything. You can't hide the player's gun while it's still active. So no invisibility effect.
- You can't alter how fast the player runs without modding the source. So no super speed."

bummer those abilities would have been awesome
Quote: "I believe armor was covered before somewhere else. Can't seem tofind the thread for it, though. Maybe Conjured knows where it is."

yeah CE do you know where i can find an armour ability?
Quote: "As for your last question. Click it and find out"

yeah i figured that out but i can't register

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Flatlander
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Posted: 16th Jan 2009 05:13
Quote: "yeah CE do you know where i can find an armour ability?"


I'm not CE but I tried finding the thread as well. Couldn't find it so, I'm going to start another thread that has a more searchable subject title. We can all try and figure out how to use "protective armour."

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
ZackS28
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Posted: 16th Jan 2009 07:23
I think that you could make yourself invisible by using the alternate texture on the gun and making it an invisible texture. You could then enter the main script for the gun and add a line that tells it to change textures when a certain button is pressed. The only downside is you wouldn't be "invisible" to the enemies in your game.
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Posted: 16th Jan 2009 08:04 Edited at: 16th Jan 2009 08:05
@zackS28 that's a good idea but isn't there a command that makes them not notice you? i think there is. it may be part of ply's mod. but you could assign this command in the enemy's script when the button is pressed. or maybe just put there sight range to 0 when this happens. also with the invisible gun texture could you make it translucent instead of see-through?

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ZackS28
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Posted: 16th Jan 2009 08:19
I'm not sure were you would find the command. You are probably right when you say that it is in ply's mod. (what can't it do?) I don't know where you would find a translucent texture, but I could try whipping one up...
Plystire
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Posted: 16th Jan 2009 08:53
What you two are talking about is a sort of stealth mode.

Basically, when the player activates their invisibility (that's a lot of i's lol ) you will set a global variable. In the enemy AI scripts, they will check for his variable, and when it's set (the player is invisible) they ignore any sort of player sight checks. You may still want them to react to sound, though, as well as continue to shoot if they were already shooting the player.


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Posted: 17th Jan 2009 03:19
yes i knew it was possible for cloaking. and you said it was impossible

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Plystire
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Posted: 17th Jan 2009 21:00
Correction:

I said -
Quote: "- You can't dynamically apply a shader to anything. You can't hide the player's gun while it's still active. So no invisibility effect."


This is entirely true. You will not be able to achieve the effect of making the player feel like they are invisible except for enemies ignoring them.

Quote: "you could make yourself invisible by using the alternate texture on the gun and making it an invisible texture."


This cannot be done. There are no commands to change your HUD Gun's texture.


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Posted: 17th Jan 2009 22:02
maybe you could add that to your mod to do this?

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ZackS28
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Posted: 17th Jan 2009 22:41
I see... so you can use an invisible texture on the entity, but not when you pick it up... dang.

Quote: "maybe you could add that to your mod to do this?"


That would be awsome! But it would also be very difficult...
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Posted: 17th Jan 2009 23:02
yes i suppose so

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Conjured Entertainment
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Posted: 18th Jan 2009 04:16 Edited at: 18th Jan 2009 04:29
Quote: "- You can't alter how fast the player runs without modding the source. So no super speed."

Well, that's one way to look at it that closes the book.
Now, let's consider opening it.

You are right we can't increase the players speed, well starting at normal that is.
But what if we did something to cause a little lag at the start.
We all know how easy it is to drop a few FPSes! (like adding a couple of extra hi-poly characters to the map)
If we start out with a FPS loss and have that appear to the user as normal speed, then we could increase the speed by removing the cause of the FPS loss.
In other words, we can increase the speed if we slow it down first.



I wouldn't recommend this approach, but if it is an absolutely necessary feature, then it might be worth a try.

It would proabbly be better used backwards. (like slow motion effects for alcohol, or other poisons)

Quote: "yeah CE do you know where i can find an armour ability?"

I just made my Body Armour script today. (finally, it was long overdue)
I will be posting a thread for it soon. (right after I make a decent pick up model)
So, keep an eye out for it.

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Posted: 18th Jan 2009 04:37
that's good CE and would i be able to edit it's script for when buttons are pressed the abilities are activated?

and about the fps loss at the start, it wouldn't work right as the other characters would speed up too, and the effect desired is just the player speed up.

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Conjured Entertainment
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Posted: 18th Jan 2009 04:53
Quote: "and about the fps loss at the start, it wouldn't work right as the other characters would speed up too, and the effect desired is just the player speed up."

Yeah, that was a sloppy idea.

Quote: "that's good CE and would i be able to edit it's script for when buttons are pressed the abilities are activated?"

Yeah, you can modify it all you want.
The body armour already has a toggle for on and off.
The details are in Flatlanders thread.
I'll make its own thread soon.

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Posted: 18th Jan 2009 06:07
where would i find said thread?

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Conjured Entertainment
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Posted: 18th Jan 2009 06:31
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Posted: 18th Jan 2009 06:50 Edited at: 18th Jan 2009 06:54
thanks CE and would this work in 1.07 with ply's mod?
btw how do i add an image to my signiture?

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Conjured Entertainment
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Posted: 18th Jan 2009 06:57 Edited at: 18th Jan 2009 07:02
Quote: "thanks CE and would this work in 1.07 with ply's mod?"

NO!
My version of Body Armour is for the stock engine.
I think Plystire handles his variables differently than the stock engine.

Quote: "btw how do i add an image to my signiture?"

Goto the main menu (the first screen after you log in)

Select User Profile

Select the Forum Tab

Then in the signature part you enter an image tag.
Here is one as a
so you can see how its typed without the forum trying to process it.
You can just replace the path to reflect your images path and there you go.

Here is a
that shows how to make the image a link using the url tag.

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Posted: 18th Jan 2009 06:59
thanks

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Replay the Master of Time
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Posted: 18th Jan 2009 07:01
just making sure the new signiture works

[img]C:\Documents and Settings\Jay\My Documents\tgc forum signiture.png[/img]
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Posted: 18th Jan 2009 07:02
no i'll upload to my site instead the put it in

[img]C:\Documents and Settings\Jay\My Documents\tgc forum signiture.png[/img]
Conjured Entertainment
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Posted: 18th Jan 2009 07:03 Edited at: 18th Jan 2009 07:05
Use the edit button, instead of triple posting.
And yes upload it to your site, it can't pull from your hard drive.

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Posted: 18th Jan 2009 07:14 Edited at: 18th Jan 2009 07:18
yes i figure that out and sorry about the triple post

[EDIT] gaaahhh!!!! still don't work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!WHY?!?!?!?!?!?

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Posted: 18th Jan 2009 07:20 Edited at: 18th Jan 2009 07:22
try again
[EDIT]WHY WON'T THIS WORK ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?

Veron
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Posted: 18th Jan 2009 10:54 Edited at: 18th Jan 2009 10:55
Use the ['img] and ['/img] tags, so your sig would be:

[img']http://fpsc-ware.webs.com/tgc%20forum%20signiture.png['/img]

Remove the apostrophes, they're just there to stop it showing the image in this post.

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Posted: 18th Jan 2009 11:11 Edited at: 18th Jan 2009 11:14
i did that but it doesn't work
and just see if it works normally

see it don't even work normally
the url is right but it don't work
just try normal again

AAAAAAAAHHHHHHH!!!!!!!!!!!!!!!!!

Avid
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Posted: 18th Jan 2009 13:39
Well, you can sprint by pressing a key... so there's something you could work in there.

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Conjured Entertainment
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Posted: 18th Jan 2009 16:09 Edited at: 18th Jan 2009 16:21
I think it is the spaces in your path that the forum doesn't like.

Try using that path with an IMG tag and it does not show.
However, copy & paste that in your browser's address field and it does show.

Microsoft supports the use of spaces in file & folder names, but it is still bad practice because it is not compatible with other legacy systems.

Try replacing those with underscores and it should work. (meaning change the file name on your server to get rid of spaces)

So....

http://fpsc-ware.webs.com/tgc forum signiture.png

would become...

http://fpsc-ware.webs.com/tgc_forum_signiture.png

or ...

http://fpsc-ware.webs.com/tgcforumsigniture.png

or...

http://fpsc-ware.webs.com/tgc-forum-signiture.png

...any of the last three naming conventions should work, just get rid of the blank spaces and you will be okay.

P.S.
You may want to do a spell check, because I think signiture should read signature.


Plystire
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Posted: 18th Jan 2009 21:17 Edited at: 18th Jan 2009 21:21
Sorry to bring this topic back on track, guys.


Quote: "thanks CE and would this work in 1.07 with ply's mod?"


I made a Body Armor script for Ply's Mod a while ago. For recap, here it is.




Just slap that script onto a triggerzone or dynamic light in your level (The triggerzone does not need to be bigger than a single segment) and TADA, you have regenerating Armor.

Rules for the Armor:
- Armor will absorb 100 damage for the player
- Armor will prevent ALL damage done to the player until Armor value reaches 0
- For Armor to regenerate, Player must NOT recieve damage for 5 seconds


This script will not create a HUD for keeping track of the armor value. If you'd like a numeric HUD to view the Armor's value, remove the "state=0" line and add these two lines in it's place:


That will show anothr numeric at the top of the screen that keeps track of your Armor.



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Posted: 18th Jan 2009 23:06
yes thanks for bringing it back on topic Plystire. it was my fault to go off topic i just got frustrated with the signature thing so thanks

and thanks CE i'll try that

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Posted: 18th Jan 2009 23:20 Edited at: 18th Jan 2009 23:21
did it work?

YAY IT WORK!!!!!!!!!!!!!!!!!!!!!

Conjured Entertainment
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Posted: 19th Jan 2009 02:29 Edited at: 19th Jan 2009 02:30
Nice sig, but time is an illusion.
The past and the future are only thought processes.
The only true reality is a constant state of now.
Time is only man's measurement of the perpetual reaction of molecules, so that he can record his thoughts of the past or future.

What time is it?

It's always right now!

But anyway, I'm glad you got it working.

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Posted: 19th Jan 2009 03:15 Edited at: 19th Jan 2009 03:22
yes but 1) past and future are always existant repeating themselves in the time stream for eternity, and there are infinite time streams all a slight variartion to the other criss crossing over each other, and when you skip forward or backward you enter a new time stream as the stream you first existed in would continue as if you had never left and you would reappear in another time stream, and regardless of wether you return to your own time you would only jump the time streams again. and even remotely warp objects and people out of other times you are warping yourself into another stream.
and 2) time can be bent around these time streams and can be altered in many ways. the streams shape of criss crossing has had many thounsand of shapes over the millenia at the moment it is a cone with all streams leading to one destiny.

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Posted: 26th Jan 2009 03:24
Quote: "yes but 1) past and future are always existant repeating themselves in the time stream for eternity, and there are infinite time streams all a slight variartion to the other criss crossing over each other, and when you skip forward or backward you enter a new time stream as the stream you first existed in would continue as if you had never left and you would reappear in another time stream, and regardless of wether you return to your own time you would only jump the time streams again. and even remotely warp objects and people out of other times you are warping yourself into another stream.
and 2) time can be bent around these time streams and can be altered in many ways. the streams shape of criss crossing has had many thounsand of shapes over the millenia at the moment it is a cone with all streams leading to one destiny."


OW OW OW! My brain blew a gasket reading that!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Plystire
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Posted: 26th Jan 2009 06:28
Quote: "one destiny"


The only destiny that all streams of time could possibly share is the ending of reality.


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Plystire
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Posted: 26th Jan 2009 06:41 Edited at: 26th Jan 2009 06:43
*Double Post, my apologies*

Sorry to bring this back on track, but in reference to getting your gun to look invisible using Ply's Mod. (You did ask about adding something to the Mod for it)

Why not make alternate guns each using an invisibility texture, then in the Mod you can "ReplaceWeap" all of the player's weapons with their invisible counterparts, then when invisibilty turns off, replace the old ones back in.
You can use ammo pooling so that the invisible weapons have the same ammo as their counterparts, too.


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Posted: 26th Jan 2009 07:31
cool thanks, and yes at the moment the end of reality is the one destiny, but like i said over the millenia the streams have taken many shapes and forever they will continue to change shapes, thereby changing the stream it self not just stream jumping to have another destiny


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Posted: 26th Jan 2009 17:04
Quote: "cool thanks, and yes at the moment the end of reality is the one destiny, but like i said over the millenia the streams have taken many shapes and forever they will continue to change shapes, thereby changing the stream it self not just stream jumping to have another destiny"


Is this a Crysis ability?

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Posted: 26th Jan 2009 20:53
Sorry, NickyDude, I tried to bring it back on topic.
No, that isn't a Crysis ability.


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Posted: 27th Jan 2009 00:04
yes sorry for going off topic i'll try to keep on from now on
but yeah thanks for the suggestion plystire, that with the enemy no target command would work great for invisibility


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Posted: 27th Jan 2009 00:12
Quote: "yes sorry for going off topic i'll try to keep on from now on"


Thank you.

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Posted: 18th Feb 2009 00:22
You could make a temporary abilaty enhancement if you modify the player start marker to suit your needs at the begining of a level. Say the first level is won by picking up thepower armor, and the second level has the player start marker adjusted so that the player can jump higher and run faster.

Thank you for helping us help you help us all.
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Posted: 18th Feb 2009 04:31
good idea

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