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FPSC Classic Scripts / Help with zombie script please . . .

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Programador hispano
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 22nd Feb 2009 20:43 Edited at: 22nd Feb 2009 20:52
I made a custom character in milkshape 3d:

animation specs:



and created this fpi for it:



and this is the fpe:



Then I put the fpi in the scriptbank\people folder and the rest of the folder in entitybank\user.

When I test the game the character only follows me around pushes me back, it does idle ok, walks ok, and plays the death animation ok, but it does not attack or cause damage at all, maybe is the way I matched the animation or the animation cycles order, can anybody help me please?

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Hockeykid
DBPro Tool Maker
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Posted: 22nd Feb 2009 20:55 Edited at: 22nd Feb 2009 20:55
Well try this and see if it works




]

Plystire
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Posted: 23rd Feb 2009 04:32
Considering collision distance between the player and enemies, you MIGHT want to use a distance like 60-75 instead of 40. I doubt he can get THAT close to you. Remember the distance is based off the distance between the center of the objects and not distance from colliding.


The one and only,


Programador hispano
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Location: Dallas, TX
Posted: 23rd Feb 2009 18:35
Quote: "Well try this and see if it works"


I try this one and the character follows me to the point where I was standing before, in other words the character will follow my path.

Quote: "Considering collision distance between the player and enemies, you MIGHT want to use a distance like 60-75 instead of 40. I doubt he can get THAT close to you. Remember the distance is based off the distance between the center of the objects and not distance from colliding"


I try this one too and it does not work.

I don't understand, I used this same fpi with other characters and works fine.

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Plystire
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Posted: 24th Feb 2009 01:30
Try using a distance of 150 just to see if it is a distance problem.


The one and only,


Programador hispano
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Location: Dallas, TX
Posted: 24th Feb 2009 07:01
Quote: "Try using a distance of 150 just to see if it is a distance problem."


You were right, it works now. Thanks so much.

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The Fps Creator rocks!
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Posted: 24th Feb 2009 17:26
Plystire, make your signiture this:

"Plystire, always helpful."

I can't texture. I'm not an artist.
X10 User
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Posted: 27th Feb 2009 03:22
Programmador i know this is a little off topic but something in your post struck a cord with me as im desperatly trying to export my character from milkshape into fpsc, i can get everythin in except the animation how do i get that over?

Ive created the model, animated it walking, exported as obj, textured, reimported to milkshape to export as x.file (animation still played after this so i assume it didnt go anywhere) but when i put it in fpsc nothing happens? it follows the scripts fine but plays no animations, then i saw you created an 'animation specs'? for it? im new to this and no ones mentioend this and i havent come across it in tutorials, do i need to do something extra before making it fpsc ready? or am i just doing someting wrong? sorry for the cross thread but i havent seen this mentioned elsewhere

- Why is everyone on here so rude? -
Programador hispano
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Posted: 27th Feb 2009 08:33
I would tell you:

Create the model, export it as obj, uv map it and save the texture, load in gimp or photoshop and paint the texture, reimport it in milkshape then animate it and export it as .x format. (that is the way I do it, but if it works for you some other way, perfect.)

I am assuming you are using uvmapper classic or something like that to uv map it? ( I am sorry about my english, is not really good)

If you are making a custom animation model you have to know the animation cycles, start frame and end frame of each cycle. That's why I made the animation specs, it's just for reference, is not an actual file that fps creator needs.

Then you have to match your animation cycle #s in the fpe file with the ones at the bottom of it.

And of course you can add more at the bottom of the fpe.

Then you have to create a custom fpi file.

I know is complicated and frustrating, just take it easy and enjoy the ride. It took me a while to start to figure everything out.
And if it wasn't for everybody's help in here in the forum I probably wouldn't have.

I looked around in the forum in different threads and I put this info together from all of them. This might help you understand a little bit more. If you have any questions, shoot man, I will help you as much as I can.

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X10 User
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Posted: 27th Feb 2009 18:16 Edited at: 27th Feb 2009 20:32
well i think your english is better than mine! and im english! all i really want is for it to be able to use even the FPSC custom animations at the moment, ive made a model from scratch and followed your guidance: i created in milkshape and exported the obj, painted in blacksmith 3d (allows you to paint directly onto the model as im very amatuer and cant use lithunwrap or wings or anything like that) save the texture as a dds file as normal reimport into milkshape and i set up the joints and assosciated the vertexs to the correct joints and tested them all, milkshape moves them fine, but when i export the x files it wont follow the fpsc animations, it just slides across the floor, do i need to rig the skeleton a specific way? give the joints specific names? i dont think im anywhere near trying to doa custom anim at the moment, but just getting it to use the fpsc animations would help, i made the fpe using the tgc entity maker command line, and it puts a load of 'animax' info into the fpe, is it something to do wtih this or do i need to do something else in milkshape with regards to the skeleton before exporting?

thanks for all your help, its really been a great use to me! i used to think people on here were rude but everyone seems so nice just lately lol

espescially that text file i can see tha being very useful, i uploaded a zip with the xfile, dds texture, fpe file and original obj format if you get chance to take a look, ssee where im going wrong none of my models will follow any anim commands


Ok i imported an existing .x file from the game creators folder, the model pack 2 zombie doctor and noticed something odd, there wasnt a skeleton showing in it...?

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Programador hispano
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Posted: 28th Feb 2009 06:43
Ok, first your .x file doesn't have any animation at all, maybe that is why it only slides on the floor. I made a tutorial a while ago here is the link, if you still don't get it to work, just ask. I'll try to help.


http://forum.thegamecreators.com/?m=forum_view&t=125135&b=21

This tutorial will only make your character shoot at you with weapons not melee attack. But after you make it work you will understand a little more how fpsc works. Good luck for now.

Useful link:

.x viewer
http://forum.thegamecreators.com/?m=forum_view&t=133210&b=5

Quote: "Ok i imported an existing .x file from the game creators folder, the model pack 2 zombie doctor and noticed something odd, there wasnt a skeleton showing in it...?"


Milkshape 3d does not import animation from .x file(that I know off)

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X10 User
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Posted: 28th Feb 2009 22:29
Pogrammador you are a godsend!!!!

If i could lean through my monitor and kiss you trust me you'd be smooched to death!!!! You have solved nearly all of my problems with this advice and i am eternally grateful! The skeleton the tutorial it is the single most helpful thing for Milkshape and FPSC ever!

Have you suggested to Nickydude to add this into the next ocfpsc guide? anyone wanting to make entites for fpsc would benefit greatly from this!

Just one last question i promise!

In the joint selection when im assigning vertices i notice all the joines are named and the bones are numbered, do i assigned my vertices to the named joints as opposed to the number bones>? as i assigned the vertices to the names, and the vertices i assigned to each name i also assigned to the bone listed below it and it messed up in game, it followed the animation but ina b it of a schizophrenic fashion! (one arm in the air doing the robot dance it looked like lol)

so i think i may have assigned them wrong

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Programador hispano
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Location: Dallas, TX
Posted: 4th Mar 2009 20:23
you didn't scroll through the entire thread. it was at the end.
maybe this will help.

http://forum.thegamecreators.com/?m=forum_view&t=125252&b=21

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