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FPS Creator X10 / CoD Nazi zombies style game, few questions on x10's features...

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ToffeeGerbil
15
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Joined: 5th Apr 2009
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Posted: 5th Apr 2009 14:38
Hi ^_^

Had this idea for a long time now, even before cod WaW was out to make my idea seem unorigional But it is easy to use as a comparison. Now hopefully because of x10 i can bring my idea to life ^_^.

Ordered my copy on friday and I want to get stuck in straight away, so I have drawn up a level plan with the questions i need answered :0



1. How are outside areas in x10? I used to try and avoid them in x9 but i think this would bring more to the game. Would it matter that i had this small segment outside, or should i avoid it. I also plan on using Cosmic prophets 'Hell house' pack, http://forum.thegamecreators.com/?m=forum_view&t=145289&b=24 Will media like this work on x10?

2. As far as i know there is a point system, I have attempted doing stuff like this in x9 by using health as points. But the main aspect of this game is going to be buying objects and upgrading them. In the case of (2.) the wooden door needs to be repaired before the iron one is up. I plan on making the door an entity with, say 100 health to withstand around 5 hits. then the metal upgrade would have 500. Which would work by triggering a metal door entity to spawn slightly infront of the wooden one at the cost of points.

-How do I make it so the wooden door builds first, before the metal one?
-Is this actually possible in x10 using the point system?

3. I have also used the medic script in x9, where a charecter follows you around and heals you. With the ally system, is there a better way of doing this? E.g the medic drops healthpacks randomly, or will only follow you when injured etc.

Also, can you command the AI to say, follow e.g. with a stock script, or is it something i need to find first?

4. Water levels, this dungeon-ish room is meant to be semi submerged, can water be placed below ground level or will i need to put the basement on ground 0 and build up? (so basically in the editor the first/ground/main floor is on the second tier)

5. Possible for me to give a dynamic artillery entity snipe.fpi scripts and it will attack? (No animation ofcourse :/)

6. The undead, the main part of the game - How does this instancing thing work, will all the zombies need to spawn from the same place, or can i still use it while they are attacking from different areas of the level. How many can i have at one time without experiencing lag? (Geforce 9800 gx2, 8gig 800mhz ddr2 ram and 2.2ghz quad core).



Those are my main questions, but i still have a few that i still cant get my head around, and it will save me from making a new topic :<

The shotgun shells in the armoury are meant to represent generic ammo for all of the guns in the game, in x9 it was annoying to have to change every guns scripts to allow it to use generic ammo. Is there now a way around this?

The idea is that to buy something you pull a switch and it trades your points for the object or door you have opened/bought. How do i make it so that the switch is un-usable after the first use, so the player doesn't accidently buy a door he has allready opened for example.

What is the name of the script i need so that when the zombies enter the house they will seek out any enemy and kill. (Up until now i have used waypoints but it gives a poor effect just watching the zombies come in and follow a set track round and round)

Hopefully that will get me on my way :c

If anyone takes the time to read this and help i will be forever in debt to you

Thanks :'c
~Toffegerbil
SikaSina Games
16
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Joined: 5th Dec 2007
Location: Reading, UK
Posted: 5th Apr 2009 20:59 Edited at: 5th Apr 2009 21:02
LOL good luck with this, I've tried it on X9 and X10 but:

1. The zombies tearing down the barriers (just would require a source edit and custom variables) won't work.

2. The zombies can't climb over stuff without a re-animation.

3. The rounds won't work.

4. A points system isn't available in FPSC X9 or X10.

5. Pickups from dead characters won't work, but a chance of having wall items (like in Survival in CoD5 with weapons) could work, but I'm not sure about the Nuka (yes, that's it's real name -.-) pickup.

6. Where'd you get the idea of allies from lol? Online co-op would do, but AI allies would just be too easy and the guys would own the zombies.

7. It would require a HELL of a lot of coding to create barriers which could be rebuilt.

8. Artillery wouldn't really work, it wouldn't kill the zombies. unless...You make the rocket model then have a spawn time on then after a while they explode if the "Is Explodable" is set to Yes!

9. AI voices isn't possible without heavy scripting. The player's voice wouldn't be hard but again. it would require scripting.

I think there's probably more lol...

-FCV

charfei70
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Posted: 6th Apr 2009 00:20
theres a point system in x10.

ToffeeGerbil
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Posted: 6th Apr 2009 00:47
I have used the points as health system in x9, it was advertised with a point system in x10, but if not i could use the old system

The zombies dont have to climb over anything, they just walk in - and the door will be a friendly entity that it would view as an enemy, so it attacks it and breaks the object letting itself in.


The rounds would be done by making a row of say 7 enemies, and having the first on a spawn timer of 30 sec, then the next 1 min, then the next 1:30 etc. so they spawn every 30 sec and come in waves.

I don't plan on having the zombies drop anything.

Its not a copy of paste of cod5, it was an origional idea once >:c

I was sceptical about the artillery, but in any case i will just have barrels with 0 spawn life so it looks like random explosions where it should be firing, may cause lag but i will see how it goes.

Will make the Allies overpowered and balance it out with their cost.
Jingle Fett
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Posted: 6th Apr 2009 00:55
Let me clear up a few things.

X10 is like X9 so while you can have outdoor environments, its best to keep things indoors. FPSC/X10 was meant to make indoor games like Prey and games like that. But you can have outdoor locations.

DarkAI should cover most of your needs. Zombies using DAI can have soundsets and can climb minor obstacles while Allies using DAI will automatically follow you around. You can't tell them to for example go to a specific location or anything like that though.

In theory, the artillery thing should work; make it a character that can't move then equip it with a weapon similar to the glaive.

X10 does have a point system, but it doesn't work the way you describe. The point system is more for you win if you reach a certain score type of thing. So I don't think you could have walls and stuff buildable like that. But I hear FPSC/X10 does have a currency system...

Water can be below ground level

With the hardware you have, you should easily be able to have 50+ enemies with little lag. You can have multiple spawn points (I haven't played around with all that too much though). I know that you can change how many times they're spawned and how many can be spawned at a time and other stuff like that.

With the ammo thing, I believe you can set in the options when you right click the weapon what entity is used to refill the guns ammo, but don't quote me on that.

Although I don't know exactly how to do it, I do know that it all it takes is a very short and easy to write script to tell the entity to become unusable after it have been used once. Stuff like that is easy to do.

To make zombies seek out any characters, there's an easy way to do it. Set their visual and hearing range very high. They should in theory automatically seek out the player and any of the players' allies and automatically attack them.
Using this same principle, you should also be able to make zombies break down barriers. You'd have to be careful with how you set things up, but if you make the barrier an entity which is an ally and can't move, they should attack it and then continue once it has been killed.

Hope that helps A lot of stuff in X10 simply hasn't been tested thoroughly so there is a lot of features that haven't been fully exploited yet but even so you can still do a lot. Good luck! I suggest that you also join the community forum, you'll probably get a lot more help over there.

A picture says a thousand words.
--H.K.--
http://www.fpscx10-online.com/
ToffeeGerbil
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Posted: 6th Apr 2009 01:49
Thanks!

Do model packs 9 and 10 run smoothly in x10?
Downloaded 1&2 that have a "download for x10" option

yet the others only seem to have a "beta installer for fpsc/x10/dbpro"


will that work^!?
SikaSina Games
16
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Joined: 5th Dec 2007
Location: Reading, UK
Posted: 8th Apr 2009 13:18
Quote: "theres a point system in x10."


Oh yeah . Sorry it's been 3 months since I used FPSC X10 that I've basically forgot about it.


Quote: "Do model packs 9 and 10 run smoothly in x10?"


From what I've heard form the other users here, yes.

As I said with artillery, you can make a missile or find something like a missile and set a spawn timer on it and have the destroy script as 'flamable.fpi'. Then, after the timer has run out,l if 'is explodable' is set to yes, it should explode .

Quote: "I suggest that you also join the community forum, you'll probably get a lot more help over there."


Hell yeah! I'm SSG there btw . We'll help you out every step of the way (and so will TGC to stop a flame war )

-FCV

Squelchy Tom
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Posted: 8th Apr 2009 16:57
Tried packs 9 and 10 and every single weapon has a different problem, sometimes they look like you are carrying an abortion around, other times it will crash fpsc alltogether. 5+6 seem to cause a mapbank deletion that is only fixable by a repair or install.

I hope Lee sorts the media out soonish
Coach Shogun 20
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Posted: 9th Apr 2009 03:32
Do you have the v1.09 BETA? If not, then thats your problem.
DeltaCommando5
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Location: Frontline of a sci-fi war!
Posted: 9th Apr 2009 09:52
I was thinking of a way to do this. You just have to be creative and work around problems. I can already think of a way at could work.

Gateway P-7811 - VistaHP64 - Centrino2 Dual 2.26Ghz - Geforce 9800M 512Mb - 4Gb DDR3 - 320Gb HD

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