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FPSC Classic Scripts / Script for the pickup of a gun off a corpse?

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Pride
16
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 31st Jan 2009 05:09
Anyone know how to change the pickup script on the gun that is dropped by a dead enemy? I made some cool pickup texts but I can't use them if I can't change the pickup script on them weapons.

- You know you're curious
Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 31st Jan 2009 05:25
i think it uses the default weapon.fpi script as the pickup script.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 31st Jan 2009 06:01
Sorry, but they're hard coded into the engine to react to when the player approaches.


The one and only,


Pride
16
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 31st Jan 2009 06:04
Aw nuts... That's a terrible shame, hoping to get something working like Crysis...

Oh well, thanks for the input.

- You know you're curious
The Aaron
15
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Joined: 31st Dec 2008
Location: American High School
Posted: 31st Jan 2009 06:41
What I have done is create some tga images that say for instance "picked up colt". and then you place a colt pickup on the ground and change the main script to an edited version of the weapon.fpi script.
Quote: ";Artificial Intelligence Script

;Header

desc = Weapon Pickup

;Triggers

:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore\text\pickedupaweapon.tga,hudname=weaponprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=40:state=1,playertake,coloff,rundecal=-1,plrsound=audiobank\items\pickupweapon.wav,hudshow=weaponprompt,hudfadeout=weaponprompt
;state=2:state=3,playerdrop,colon,plrsound=audiobank\items\pickup.wav
:state=3,plrdistfurther=65:state=10

;End of Script
"

where is says hudimagefine=gamecore\text\pickedupaweapon.tga cahnge it to hudimagefine=gamecore\text\pickedupacolt.tga and make sure that there is a tga in the gamecore/text folder. save the script as colt or anything that you wont forget.
if you like the way that it works change the fpe of the weapon in entitybank under aimain to aimain = colt.fpi.
that should work...

~Aaron

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Pride
16
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Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 31st Jan 2009 17:13
Thank Aaron, but this is exactly what I've tried with the G22. You go up to the entity placed on the table and it displays a HUD that says "Press F To pick up Glock 18" and I press F to pick it up. But when I go to an enemy holding the glock and kill him and walk over in hopes to see the same HUD when I approach the gun, it just adds it into the inventory.

- You know you're curious
The Aaron
15
Years of Service
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Joined: 31st Dec 2008
Location: American High School
Posted: 31st Jan 2009 17:41
hmmm...
you would think that it would use the same fpi. i guess not.
sory Pride that i couldn't be of more assistance.

~AJO

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Crusader2
16
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 1st Feb 2009 15:31
Quote: "Sorry, but they're hard coded into the engine to react to when the player approaches."


This was already answered.

... time!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
General Jackson
User Banned
Posted: 5th Feb 2009 00:16
Can I have the script to make it say 'f to pick up'?

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 5th Feb 2009 00:39
Quote: "Can I have the script to make it say 'f to pick up'?"


Just make an image saying "f to pick up", then replace the current one with it.


The one and only,


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