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FPSC Classic Scripts / Immitation forensic's tools with Errant's L.E.D. lights?

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Braden 713
17
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Joined: 3rd Aug 2007
Location: Canada
Posted: 20th May 2009 05:38
Hey everyone, I just had an idea I was curious about.

With Errant's new L.E.D. lights, I was wondering if at all it was
possible to make some sort of immitation forensics, crime scene
investigation tools.

By this I mean, lets say you shine the white light on a room, you
see nothing but the walls and floor. Now, if you shine the blue
light on those same walls and floor, something shows up (whether
its blood stains, hand prints, foot prints etc.).

Here's a photo of the concept I'm thinking of...

http://www.twiistup.com/wp-content/uploads/2008/04/13street.jpg

I was curious, with some scripting (a language I know nothing about
unfortunately ), if this idea was plausible.

Thanks guys
General Jackson
User Banned
Posted: 20th May 2009 05:41
You would prolly need a heavy source mod.
I know scripting and i'm almost positive this is impossible.
In fact i am positive.

Two words: learn scripting

He stood like a stone wall, not only in battle, but also for the Lord
Braden 713
17
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Joined: 3rd Aug 2007
Location: Canada
Posted: 20th May 2009 17:11
Alright, thanks man.

Had my suspicions it wouldn't be possible, just thought I'd
ask anyways.

Perhaps it very well is in fact time I learned
Seth Black
FPSC Reloaded TGC Backer
19
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 20th May 2009 17:27 Edited at: 20th May 2009 18:38


...not totally impossible.

Technically, this could be done, but it would involve a tremendous amount of planning,
and indeed some higher end .fpi scripting skills, to pull off the illusion.

If you remember that the room involved can actually be a triggerzone, and that
alternate textures can be turned on & off for entities, it should get the wheels turning
in the right direction...

Errant AI
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Joined: 24th Aug 2006
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Posted: 20th May 2009 22:21 Edited at: 20th May 2009 22:22
This should be do-able in Ply's Mod or Project Bule UM Edition because Ply's Mod has a script condition to detect when a specified weapon is being used.

I can't say for sure (or tell you what script syntax to use) but you should be able to have a decal which detects the player is in range and the blue LED 'weapon' being used in order for it to display. I'd think that might be more a simple approach than alt. textures or shader driven implementation though not as efficient if you need a lot of evidence in a limited space.
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th May 2009 23:36
A shader would definitely be the most efficient way of doing this, but there are a couple problems with that solution:
- Shadered segments and static entities currently do not react to dynamic lighting (aka the light from the LED weapon)
- You currently have no way of telling the shader to use different techniques or even change values in it.



The one and only,


Braden 713
17
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Joined: 3rd Aug 2007
Location: Canada
Posted: 21st May 2009 06:39
Yes I was wondering if Ply's Mod would have the ability to aquire such an idea.
Shaders do rather seem the way to go, but with no experience in
scripting, I am definitely going to take your guys' word on this
one that it cannot be done (at least as of now).
Thanks for responses though fella's
meteorite
18
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Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 21st May 2009 21:17
IMO, the easiest way to do this is use Ply's

When the script detects the blue LED being fired, spawn an entity that you are going to use, and when it stops being fired, despawn it.

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Braden 713
17
Years of Service
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Joined: 3rd Aug 2007
Location: Canada
Posted: 22nd May 2009 01:33
@ meteorite: Yeah man, thats kind of what I was thinking.
The only problem being, how to actually get something that merely
responds to dynamic light, and dynamic light alone.
I'm sure with some thinking and fiddling around it can be done
though, I'll keep on this one

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