Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / entities drop items

Author
Message
Brad1993
16
Years of Service
User Offline
Joined: 7th Jun 2008
Location:
Posted: 29th May 2009 04:11
is there a way were you can make a character entity drop a item after it has been destroyed
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 29th May 2009 17:12
...if the enemy is stationary, this illusion could be pulled off easily, using .fpi script.

Stock FPSC lacks the ability to have a moving enemy drop anything when killed, other than a weapon...

Bugsy
16
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 2nd Jun 2009 05:10
make a global variable for all the enemies in the level, and every time that variable is reduced, spawn stuff... but I dont know how you could spawn stuff on the enemys carcus. maybe just GIVE the player the stuff
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 4th Jun 2009 17:39
Quote: "...maybe just GIVE the player the stuff... "


...this would be one possible workaround for this illusion.

Enemy Killed = Pickup Spawns

Have pickups spawn in an area out of player's view, with .fpi tweaked to allow instant pickup by player.

A variation on this (giving more control to the player) would be to have the player press a key, to pickup the item.

A timer could be used, so that the item would only be available for a certain amount of time.

Other than the fact that the player would never see any of the pickups, it'd work like a charm...

Leon Kennedy
16
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 4th Jun 2009 23:24
Quote: "Other than the fact that the player would never see any of the pickups, it'd work like a charm..."

You could always display a HUD that shows what item is being picked up. There wouldn't be a physical representation in the immediate area, but if you spawn the HUD until the timer runs out or the player presses the key, maybe this will give the illusion that the item has been dropped?

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 5th Jun 2009 20:06
...this is true.

A HUD would be a good way to enhance the illusion.

Leon Kennedy
16
Years of Service
User Offline
Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 5th Jun 2009 21:13
If you can't tell by now, I'm BIG on HUDs. Love them!

Priest of the Church of Joe Wood

In memory of Nanee. 9/1/1993 - 5/16/2009. Rest in Peace, little girl.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 7th Jun 2009 20:51
...(LOL) HUDs do indeed have their merits!

Login to post a reply

Server time is: 2024-11-25 02:33:21
Your offset time is: 2024-11-25 02:33:21