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FPSC Classic Scripts / Motion detector

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Replay the Master of Time
15
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Joined: 15th Dec 2008
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Posted: 4th Apr 2009 08:20
how would i make a HUD motion detector in that you can see enemies through walls as a outline?

Gears of War
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Joined: 14th Jan 2009
Location: Anywhere, anytime.
Posted: 4th Apr 2009 08:55
Well maybe you could make a script where if entity X is within Y units, then play sound x and show a HUD animation. I can't script it. Sorry. Just an idea.

With these isolated expiriments, we are not only expanding our knowledge on time, we are starting to harness it's potential. Head Reasercher before Expiriment No 52
Replay the Master of Time
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Posted: 4th Apr 2009 12:42
okay i'll try that

Nomad Soul
Moderator
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 4th Apr 2009 17:35
Not too difficult.

Incorporate a hud update to enemies player within distance conditions so you can see where they are when you get witin a certain range.

For a hud map to show where the player is at any given time create triggerzones in each room with a script to update the hud when the player enters them.

You could use the script for all rooms and dynamic entities which would give you a fairly comprehensive hud map.
The challenge master
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Posted: 4th Apr 2009 21:44
?

dodulee du du!
Dar13
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 4th Apr 2009 22:09
@RtMoT:Were you serious for the outline of character/object through the wall? Or did all that you want was the radar like thing?
The outline-character/object-through-the-wall is impossible as you can't know what frame of animation the character/object is in, so if it's animating then the outline won't be applicable.

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Replay the Master of Time
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Posted: 5th Apr 2009 08:33
no that was just i thought i had at the time and i realised afterwards that it was impossible just couldn't be bothered to change it, what would be good is if it put a dot on screen pointing to the enemy if enemy was within viewcone

Dar13
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Location: Microsoft VisualStudio 2010 Professional
Posted: 5th Apr 2009 16:06
Would it be useful enough to put something that makes it possible into a mod i'm making?

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Red Eye
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Posted: 5th Apr 2009 19:19
@dar13: are you making a mod? COOL what is your goal?


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Dar13
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Posted: 5th Apr 2009 22:30
@Red Eye: Yeah I'm making a source mod. The goal of it is(mainly) add a file writing command(probably not reading it though, idk) to the scripting language as well as the ply's mod commands.

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Replay the Master of Time
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Posted: 6th Apr 2009 11:43
cool that would be awesome and could you add the player pick up object command? that would be good for my gravity gun i'm working on
and with the player pick up object if you decide to add it could you make it editable the strength and range of the command?

Mugen Wizardry
User Banned
Posted: 6th Apr 2009 16:32 Edited at: 6th Apr 2009 16:34
dude! could you teach me how to add the effect of a gravity gun, like in turok evolution where it can pick up enemy, make him animate as if someone picked the guy up, and is about to punch him in the face, and he's trying to get away, slam him against wall, or squashes him depending on how much power u set the gravity to?

and it would be sweet if u could release the gravity gun. that would be a nice contribution to the community!
Red Eye
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Posted: 6th Apr 2009 18:15
good thread for ideas, lets keep it this up, shall we?


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Mugen Wizardry
User Banned
Posted: 6th Apr 2009 18:15
Indeed!
Dar13
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Posted: 6th Apr 2009 22:57
Good suggestions everyone. I'll be thinking very hard about them. In the meantime I'm planning on adding these features:
1)file writing capabilities
2)file reading capabilities
3)run an external .exe
4)targetdistwithin/targetdistfurther commands
5)variable commands

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knxrb
FPSC Tool Maker
16
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Joined: 10th Oct 2008
Location: United Kingdom
Posted: 6th Apr 2009 23:07
Quote: "run an external .exe"

What would that one be for?
Because if you run an application whilst running an FPSC game you can't see the new application's window because the FPSC Game DirectX window covers the screen.

Also you should do it so you can add commands to send to the exe as well, like this: appstart=my app.exe loadfile txt1.txt

knxrb

Mugen Wizardry
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Posted: 6th Apr 2009 23:15
agreed
Dar13
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Posted: 6th Apr 2009 23:25
I was intending for it being more of a background monitoring program, reading information made by the original game and interpreting it for the next to read. like habits, where the player lost health, etc etc.

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Replay the Master of Time
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Posted: 7th Apr 2009 09:03
yes that would be good but the gravity gun would be my first choice as ive been trying to make for a while now
and yes lets keep this open as an ideas thread

The challenge master
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Posted: 7th Apr 2009 18:02
wow, this is really an interesting thread.

dodulee du du!
Dar13
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Posted: 7th Apr 2009 22:24
That'll be later RtMoT. I'm just trying to add some basic stuff for now.

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Replay the Master of Time
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Posted: 8th Apr 2009 07:18
ok but keep my idea in mind

Dar13
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Posted: 9th Apr 2009 01:10
I will.

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