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FPSC Classic Product Chat / Fenix Mod Offical Thread

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EGG HEAD OF DOOM
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Posted: 20th Nov 2009 07:12
Quote: "That would actually be pretty complicated...."


maybe you could get help from DarkGoblin for the blur (or someone, thats just who came to my mind), but i don't know who you would get help for the camera stuff from.

i just think that their is SOOOO much stuff you could do as long as you can control it with scripts.

even if you don't implement it, Thanks

General Jackson
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Posted: 20th Nov 2009 13:07
Sorry gunner, I did

The Zoq2
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Posted: 20th Nov 2009 15:27
HI, i just downloaded the mod but i can't use the test game, when I start it it runs in the background and the mouse is stuck in the center of the screen ai if it was in test mode butshows the fpsc main window. When i press Cntrl alt del Test game shuts down and after that fpsc.

I run vista 64 bit and fpsc v 1.16
Hockeykid
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Posted: 20th Nov 2009 17:03
Quote: "HI, i just downloaded the mod but i can't use the test game, when I start it it runs in the background and the mouse is stuck in the center of the screen ai if it was in test mode butshows the fpsc main window. When i press Cntrl alt del Test game shuts down and after that fpsc."


This is a little bug during test mode, use ALT+Tab

The Zoq2
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Posted: 20th Nov 2009 17:07
ok tyvm
Bugsy
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Posted: 20th Nov 2009 17:21
another good feature idea would be:

z axis recoil (leaning back effect)
camera wobble when walking (from egg head)
prone mode
darkAI improvements like allies and enemies actually SEE you.

but that's just a suggestion. you're the modder, so you would know how hard all that is.

add me on skype- isaacpreston. WWC percentage complete: 60%
Hockeykid
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Posted: 20th Nov 2009 17:34
Quote: "darkAI improvements like allies and enemies actually SEE you."


Woops forgot to tell you guys by chaining their view cone higher it allows them to see more.

Silvester
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Posted: 20th Nov 2009 17:35
Quote: "Woops forgot to tell you guys by chaining their view cone higher it allows them to see more."

Nice one. By default they can barely see you unless you jump infront of them for an hour or when you shoot them.


EDP Map Editor[2D]
Hockeykid
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Posted: 20th Nov 2009 18:16
Quote: "Nice one. By default they can barely see you unless you jump infront of them for an hour or when you shoot them"


Hehe my bad, usually for testing I like to use 85 go ahead and give that a try.

Bugsy
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Posted: 20th Nov 2009 18:18
I use 60. I'll change to 85. will this help them see the ally too? because If so good.

wont it make them less accurate?

add me on skype- isaacpreston. WWC percentage complete: 60%
General Jackson
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Posted: 20th Nov 2009 18:24
Hockeykid, I have a lot more passing through walls with this darkai then i did before

Hockeykid
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Posted: 20th Nov 2009 18:34
Quote: "I use 60. I'll change to 85. will this help them see the ally too? because If so good."


Yes

Quote: "wont it make them less accurate?"


Shouldn't

Quote: "Hockeykid, I have a lot more passing through walls with this darkai then i did before"


Not quite understanding please explain


@All updated first post with all (should be all(except for the secret zombie ones)) Dark AI Conditions&Actions

General Jackson
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Posted: 20th Nov 2009 18:38
I'll explain with a video a little later
I think it would be fixed though if you deleted the code where they randomly walk around

Bugsy
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Posted: 20th Nov 2009 19:03
yeah, it annoys me when you place them to spawn facing you, but they turn around and go the other way. or at least, make them walk in their spawn direction first.

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Hockeykid
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Posted: 20th Nov 2009 19:07
Quote: "yeah, it annoys me when you place them to spawn facing you, but they turn around and go the other way. or at least, make them walk in their spawn direction first."


Ill be making options for things for your AI to do, anyways when you get a chance to try the view cone thing please tell me how well it works.

Bugsy
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Posted: 20th Nov 2009 19:35
I'll do it now

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Bugsy
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Posted: 20th Nov 2009 20:15
alright, fiddled around awhile; produced this tips list

give enemies either: 200 health, or: 100 health and 2 lives. makes fights last longer, more of a chance for ally to participate if the player is the rush-in and own type.

view cone should be from 60-90 there is no difference when I use 60 thru to 90.

doesn't bloodspurt=2 make blood comefrom the head? why not change it to bloodspurt=(the one where it comes from the place where hit)

make enemy speed 150, this makes them better able to keep up in a fight, and you less able to run through a fight.

make player health 75, makes him rely on the allies more.

make ally speed 200 to constantly keep up with the player.

------------

I made a room with 2 enemies, one with 200 health, one with 100 and 1 respawn, and 1 ally with 100 health, 1000 lives, and 200 speed. enemy speed was kept at 150. lots of solid boxes for cover.

end result- like a fight out of call of duty 4 with bad animations.

8.5/10

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Hockeykid
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Posted: 20th Nov 2009 20:22
Quote: "end result- like a fight out of call of duty 4 with bad animations.

8.5/10
"


Yes!



Quote: "alright, fiddled around awhile; produced this tips list

give enemies either: 200 health, or: 100 health and 2 lives. makes fights last longer, more of a chance for ally to participate if the player is the rush-in and own type.

view cone should be from 60-90 there is no difference when I use 60 thru to 90.

doesn't bloodspurt=2 make blood comefrom the head? why not change it to bloodspurt=(the one where it comes from the place where hit)

make enemy speed 150, this makes them better able to keep up in a fight, and you less able to run through a fight.

make player health 75, makes him rely on the allies more.

make ally speed 200 to constantly keep up with the player."


Thanks for the tips

By the way the bloodspurt was just so I could make sure that enemies and allies were hurting each other.

Bugsy
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Posted: 20th Nov 2009 22:05
which one makes it come from wherever they were hit again?

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Hockeykid
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Posted: 20th Nov 2009 22:15
Quote: "which one makes it come from wherever they were hit again?"


Don't remember off the top of my head, grab the airmod manual

Bugsy
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Posted: 20th Nov 2009 23:07
meh ok.

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zeza
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Posted: 20th Nov 2009 23:10
Hockeykid, check out the Modder's Resource Database, there are some pretty cool additions I think would be good in this mod.

Hope This Helps
Bugsy
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Posted: 20th Nov 2009 23:14
it's bloodspurt=1

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General Jackson
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Posted: 21st Nov 2009 05:40
Ok, heres the vid of darkai

If you need I'll get one later of bad guys ignoring me and going through segment walls

Sorry for the bad quality but I had to compress it cuz it was, get ready, [b]214 MB!

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Hockeykid
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Posted: 21st Nov 2009 05:46
Quote: "Ok, heres the vid of darkai

If you need I'll get one later of bad guys ignoring me and going through segment walls

Sorry for the bad quality but I had to compress it cuz it was, get ready, 214 MB!
"


Well thats very odd, are those walls dynamic entities by any chance?

General Jackson
User Banned
Posted: 21st Nov 2009 05:47 Edited at: 21st Nov 2009 05:47
The ones in the vid are, but the same thing happens with segments.


{edit} sorry, the ones in the vid are Static entities, not dynamic.

Hockeykid
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Posted: 21st Nov 2009 05:48
Quote: "The ones in the vid are, but the same thing happens with segments."


Dynamic entities are not added to the obstacle system but I am working on a way to get them to. (by the way posted a comment on your games thread)

General Jackson
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Posted: 21st Nov 2009 05:50
I posted back, thanks for the comment


Well, I'm going to bed in just a sec here, goodnight.

EGG HEAD OF DOOM
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Posted: 21st Nov 2009 07:27
wait did you relese the version with Dark AI...I can't tell

Bugsy
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Posted: 21st Nov 2009 07:44
yes. darkAI is out.

they sometimes go through obstacles for me, but only if they are standing right next to them, they are small, and I go directly behind them. not a bother.

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EGG HEAD OF DOOM
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Posted: 21st Nov 2009 09:00
COOL

Bugsy
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Posted: 21st Nov 2009 09:52
problem report- A key won't show up. It showed up in the first test, but in subsequent tests, it won't

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nikas
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Posted: 21st Nov 2009 15:52
Ok so i make a level with me and 1 enemy i give him the ai scripts and when i test the level...when it build's the test level after it finishes a black screen appeares and it wont do anything the only thing it does is pop a message where it say's AI ERROR....my pc spec's nvidia 9800gt with 1 giga memory....3giga ram...2.20 ghz

Hockeykid
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Posted: 21st Nov 2009 18:30
Quote: "Ok so i make a level with me and 1 enemy i give him the ai scripts and when i test the level...when it build's the test level after it finishes a black screen appeares and it wont do anything the only thing it does is pop a message where it say's AI ERROR.."


Make sure you give him the appear script and the main script, this is very important.

Quote: "problem report- A key won't show up. It showed up in the first test, but in subsequent tests, it won't"


What kind of key? (like for a door or what)

Bugsy
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Posted: 21st Nov 2009 18:33
for a door. it appeared on the first test, but didn't appear later.

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Hockeykid
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Posted: 21st Nov 2009 18:35
Quote: "for a door. it appeared on the first test, but didn't appear later."


Built game or test game?

Bugsy
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Posted: 21st Nov 2009 18:35
test game

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Hockeykid
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Posted: 21st Nov 2009 18:56
Quote: "test game"


:S have you tried a different key?

Bugsy
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Posted: 21st Nov 2009 18:59
no, I will

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wisien92
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Posted: 21st Nov 2009 19:45
i ve some problem.... when i make 3rd person camera .... i can still see my hands and weapon ..... lol how i can repair it ?


http://www.youtube.com/watch?v=9zsJMIrMsuw

Hockeykid
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Posted: 21st Nov 2009 20:06 Edited at: 21st Nov 2009 20:07
Quote: "i ve some problem.... when i make 3rd person camera .... i can still see my hands and weapon ..... lol how i can repair it ?"


Make the weapon invisible by altering its texture.

ace93
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Posted: 21st Nov 2009 20:15 Edited at: 21st Nov 2009 20:29
you need to make the gun invisible (edittexture>make it fully black)
Edit:Make sure to save original as TEXTURENAME_original...or whatever you like
Nbt
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Posted: 21st Nov 2009 22:34
LOL - I have to turn my players speed down to 80, as fenixmod is so darn fast

I only use this for fun and have no interest in making commercial games ^_^
Hockeykid
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Posted: 21st Nov 2009 22:53
Quote: "LOL - I have to turn my players speed down to 80, as fenixmod is so darn fast"


Is that a good thing or a bad thing?

DestroyerHive
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Posted: 22nd Nov 2009 01:16 Edited at: 22nd Nov 2009 01:16
WOW! The ally script is the BEST script I've ever seen on FPSC! 10/10! This is a major advance in FPSC.

Just to give some problems you could possibly fix:
1) The reload animation seems to repeat itself
2) Allies sometimes don't see the enemy when they're right infront of them
3) Allies walk through doors

The 3rd person is great too though! 8.5/10

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
freak of nature 64
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Posted: 22nd Nov 2009 04:48
Quote: "updated first post with all (should be all(except for the secret zombie ones)) Dark AI Conditions&Actions"

What zombies?

Your signature has been erased by a mod please resize it to 600 x 120
DestroyerHive
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Posted: 22nd Nov 2009 16:24
Quote: "What zombies?"

The undead, the walking corpses, the living dead, the crazy dead people that want to eat your brains... those zombies

No, but seriously whatch u talkin' bout boy?

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.
ace93
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Posted: 22nd Nov 2009 17:31
The third person doesnt play the attack animations, and the character disapears when crouching, when using fantasy characters pack.

And yes the allies do skip some enemies when their right in front of them. But appart from that the ally script works VERY well.

And a question for hockey kid:
Do the allies attack the enemies if these enemies are using regular scripts?
Hockeykid
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Posted: 22nd Nov 2009 18:13
Quote: "Do the allies attack the enemies if these enemies are using regular scripts?"


Nope


Quote: "The third person doesnt play the attack animations, and the character disapears when crouching, when using fantasy characters pack."


Ill fix this for next release

DestroyerHive
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Posted: 22nd Nov 2009 18:56
Quote: "But appart from that the ally script works VERY well."

Heck yeah!

http://www.uncaged.co.uk/pg.htm
"The hottest place in Hell is reserved for those who remain neutral in times of great moral conflict" - M.L.K.J.
Stop P&G from testing on animals.

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