OK i wanted to get this out to people to test and see if you get the same positve results i got
What ive done is attemped an fpsc workaround to achieve the same results as the random weapon generator in cod5 nazi zombie mode
again ive left it very basic to try and avoid any errors for smooth integration into everyones systems, i will be heavily updating this though as there are a lot of potentially great things that could go into this but at the momen just wanted to demonstrate its a possibility to achieve a similar result to what call of duty had
You assign the magicboxtest.fpi included to an entity you want to represent your random weapon magic box. then a room is needed somewhere, inaccessible its only to spawn the weapons, in it place 3 entities named target1, 2 and 3 resepectively, a good distance apart in a rough trianle shape, in the centre place a character from the stock media and assign it the magicboxhelper.fpi, between it and each of the targets place a trigger zone with zoneanykeyactivate.fpi as its main, and the name of the weapon it will be spawning in its ifused field, eg between the magicboxhelper and target1 place a triggerzone with the name of whatever assault rifle you are using (as the hud for target 1 prompts to collect the assault rifle) set the weapon not to spawn at the start and place it where you want the player to be standing when they are 'spinning the box' so that when the prompt is displayed eg'press t for assault rifle' the player presses t, this sets the magicboxhelpers target to target1, it then moves towards this target, triggering the triggerzone which spawns the weapon in its if used, in this case the assault rifle, ontop of the player picking it up instantly
the random generator is a bit glitchly, but i reckon with more weapon options later down the line and some mathematics and logical thinking il get it sorted
one more thing, because i did the huds and put the weapon names in there you may want to change them if you plan on testing this with other weapons, they are currently set up as follows
t selects target 1, represents assault rifle (scifi)
y selects target 2, represents shotgun modernday (generic)
u selects target 3, represens colt4 ww2
-whats in store
- something similar to the 'health for weapons' buying method as there doesnt seem to be the option for a points system in the stock x9 engine, although im considering using variables if anyone can provide an example of using the globalvar,setvar and varequal commands as im not entirely sure how to get these working
-increased delay or making intervening action required to reset the box eg time has to lapse before player can have another go like in cod5 itself
-similar audio cues
-system to prevent players obtaining a weapon if they'cant afford it'
-additional hud 'press m for random weapon'
-spin through images of the weapons rapidly as in the game
and any other additions anyone may feel would be valuable to this project
zip attached containing fpi's and huds
fpis for scriptbank and huds go in languagebank\english\gamecore\huds\text
any help to anyone?
- Why is everyone on here so rude? -