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FPSC Classic Scripts / FPSC Gibbing System

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freak of nature 64
15
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Joined: 19th Jan 2009
Location: Look in your car...
Posted: 26th Jun 2009 01:47
Ok, I thougt of a way to gib enemys! When the enemy dies it spawns an entity over a teleporter and the if used field is set to the enemy. Then when the player hits the enemy it breaks the entity causing the enemy to dissapear and gibs fall into the teleporter to where the enemy was, thus gibing the enemy. Lots of scripting would be required. If anyone tried this post a vid

bla bla bla Mr. Freeman
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Jun 2009 01:57
Nice idea, except you can't teleport entities.


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freak of nature 64
15
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Joined: 19th Jan 2009
Location: Look in your car...
Posted: 26th Jun 2009 02:29
Then the script for the entity would have to teleport it.

bla bla bla Mr. Freeman
Jaeg
18
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Joined: 16th Mar 2006
Location: Indiana
Posted: 26th Jun 2009 03:55
You could make a model that contained several gibs that was animated to look like it exploded. It wouldn't take advantage of physics and runs the risk of them disappearing into walls.

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Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 27th Jun 2009 02:06
@freak of nature:

Do you ever look at the list of commands before you try tot hink of scripts? Do you know of a command that will teleport an entity?

The only teleport commands there are in FPSC are for the player.


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CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 29th Jun 2009 00:03
Actually Ply, using your mod, you could save the character's X,Y and Z positions to variables, and move the gibs to that position using the setvar command, e.g., setvar=$EPX %AIX...

Then the physics system'd do the rest, it wouldn't be perfect, but it might work...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week

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