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FPSC Classic Scripts / Entity battle script (As requested Cosmic ^_^)

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X10 User
15
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Joined: 21st Jan 2009
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Posted: 26th Feb 2009 02:38
Here ya go, my first draft for the battle script im using for my starship enterprise and klingon destroyer entities, its a fairly simple script, well two scripts actually, but ive left it open ended so you can apply it to as many entities as you like with a little change to the fpi

It works like this, you set the battling entities (in this case starships) up as follows:

Entity 1 has Battlescript1.fpi as aimain, appearnograv as init, and you rename it 'target2' without the 's

Entity 2 has Battlescript2.fpi as aimain, appearnograv as init, and you rename it 'target1' again minus the 's

place them a fair distance apart, (in this case a FAIR distance ad the enterprise i created is quite large ^_^' ) and then test it

best to use a large open map as for some reason even if you use no walls they are confined to tiles you have painted and wont drift off into space frustratingly, dont have anything in the way they can collide with or they will get stuck

i didnt have time to experiment with changing the timings, distances and angles at which they rotate and move to give each ship an individual pattern of attack but feel free to

as you can tell from the names to add further targets simply continue the number sequence and duplicate the fpi's accordingly but dont forget to edit the entity names, you can use whatever names you like as long as you remember to edit the fpi's accordingly

here are the fpi's

battlescript1


battlescript2


also included are zip files for download with the two starships in them, the klingon destroyer still needs work on the texture but the enterprise one is almost ready

of course you can apply to any entity you wish

hope this works for you

i will continue to work on it, this is just a base to get you going although to be honest, you could probably have donebetter yourself cosmic!

all the best!

Ps

for those who like to have it handed to them Find my battle pack attached for download! ive edited the fpe's to assign the names and scripts accordingly all you need to do is unzip the files, place the entities in your entity bank user folder and the scripts in your script bank and it should work right off the bat

im so nice me

- Why is everyone on here so rude? -

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Mr Game
15
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Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 26th Feb 2009 10:49
Thanx
I will check
X10 User
15
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Joined: 21st Jan 2009
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Posted: 26th Feb 2009 13:32
Check away! works ok for me although like i say i will be working to improve the AI's shall we say 'decision making' at the moment they just roam round taking random pot shots at each other, i wana code in, attack, retreat and a parameter for it to make decisions between the two

- Why is everyone on here so rude? -
Seth Black
FPSC Reloaded TGC Backer
19
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 26th Feb 2009 18:40
...I applaud the effort.

As is, these don't function very well for me. I suspect that you've altered properties, from their default settings.

HINT: Take a closer look at the Klingon Destroyer's .fpe file.

With more time, I'll tweak things, and am confident that will yield a useful novelty effect, indeed.


X10 User
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Posted: 26th Feb 2009 19:37 Edited at: 26th Feb 2009 22:38
yes seth i clocked the fpe this morning when it wouldnt work for me ( i set it up with two enterprises at first ) not with the klingon one, i didnt notice that entity workshop set up the fpe's so badly! i used the tgc entity maker for teh enterprise but wacked the klingon one through entity workshop for the texture as i hadnt mapped that one and just wanted to get it up to test, my fault for rushing!!!! the download here should include is the new fpe, marks out of ten ? lol

give this one a whirl



use the enterprise though your right the klingon ship needs a new fpe il release when ive redone the texture

but with that new script, name the entity you want to attack target1 as before

I have tested this EXTENSIVELY so please let me know of any problems

get your teeth round tht! i recommend trying it out with the stock ww2 bazooka guy to get a feel for the manouvers, from my testing it could do with a button just to make it move fore as it can tend to get stuckk at the edges sometimes

will edit a move fore in when i get chance for now tho, courage

Edit: this one is working great now! edited in the movefore command as part of the attack command so command list at the moment is as follows:

-T (activate/deactivate)
-Y (attack and move foreward)
-U (retreat)
-I (retreat and then fire once from safe distance)
-O (manouvre randomly round the map taking the odd pot shot)
-P (randomly manouvre round the map)
-k (self destruct)

wondering if anyone could knock up a hud for this?

what im thinking is give the player a switch or trigger zone, disable or freeze plr in the zone, hud displays with the command selection, star trekkie style, allowing user to select commands? or is that too much trouble seeing as its already working now lol will go back to my previous script and try and better than one now, although in theory if you made a copy of this fpi, changed the target to target2, rename your entities accordingly, then you could use the 'O' command to entice each ship into attacking each other without human intervention so might just work on improving this one, what dya think?

- Why is everyone on here so rude? -

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