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FPSC Classic Product Chat / Fenix Mod Offical Thread

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ace93
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Posted: 22nd Nov 2009 19:22
Quote: "Ill fix this for next release"


thanks!
freak of nature 64
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Posted: 22nd Nov 2009 21:19
How would you make someone neutral? The enemy doesn't attack them but they follow you?

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freak of nature 64
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Posted: 22nd Nov 2009 21:27 Edited at: 22nd Nov 2009 21:27
Or make enemies not find you, but stay in place? EDIT Oops, double post.

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ace93
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Posted: 22nd Nov 2009 21:37 Edited at: 22nd Nov 2009 21:40
1)Do an ally dont give him gun!
2)Set imobile to YES!

Q: How does the headshot function work? Shall I put the script in the destroy slot?
freak of nature 64
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Posted: 22nd Nov 2009 21:49
Quote: "Q: How does the headshot function work? Shall I put the script in the destroy slot?"

Just add headshot=1 in the appear script

Quote: "1)Do an ally don't give him gun!"

The enemy will still shoot them, won't they?

[quote]Wouldn't that mean they would just be frozen? I meant they stay in one spot and wait 'till you come to ambush you.

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Bugsy
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Posted: 22nd Nov 2009 21:57
or just spawn them right before you see them, thay can't move too far.

add me on skype- isaacpreston. WWC percentage complete: 60%
Hockeykid
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Posted: 22nd Nov 2009 22:01
Quote: "How does the headshot function work? Shall I put the script in the destroy slot?"


To check if you got a head shot using shotinhead=x put it in the destroy.

ace93
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Posted: 22nd Nov 2009 22:50
Im not sure I got it shall I add a line saying shotinhead=1 to my destroy script hokey kid?
freak of nature 64
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Posted: 22nd Nov 2009 23:23 Edited at: 22nd Nov 2009 23:23
Not the destroy, but the appear. Like this:


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Hockeykid
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Posted: 22nd Nov 2009 23:33
Quote: "Not the destroy, but the appear. Like this:"


I actually think he's talking about my shotinhead=x condition.....

freak of nature 64
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Posted: 22nd Nov 2009 23:41
What does shotinhead=x do?

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Hockeykid
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Posted: 22nd Nov 2009 23:54
Quote: "What does shotinhead=x do?"


Checks to see if the enemy got shot in the head..... its all on the first post.

ace93
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Posted: 23rd Nov 2009 01:16
yes I (think) I mean the shotinhead=x condition.
Anyone shows me how it works (as my scripting is practically null)?
General Jackson
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Posted: 23rd Nov 2009 01:41
Hockeykid: is there any way you could add moving lights?

Ekipshi
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Posted: 23rd Nov 2009 02:38
I'm running into a rather *cough* slight problem

I noticed a while back that when i booted a test game on a map, my controls would be frozen, couldnt turn, walk, or even exit out. If i double clicked it would return to normal everything worked. No biggie..

Now it's at a point where it won't do anything. It loads the map, and it freezes and wont unfreeze when i double click, can't exit out so I've got to alt control delete, which then just crashes the game without me closing it.

I don't believe this is a stock issue as I've never seen it happen in any other mod or in vanilla.

Know anything that could be causing this?
Hockeykid
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Posted: 23rd Nov 2009 02:44
Quote: "I noticed a while back that when i booted a test game on a map, my controls would be frozen, couldnt turn, walk, or even exit out. If i double clicked it would return to normal everything worked. No biggie.."


That was a bug from stock V1.16.

Quote: "
Now it's at a point where it won't do anything. It loads the map, and it freezes and wont unfreeze when i double click, can't exit out so I've got to alt control delete, which then just crashes the game without me closing it. "


Now this is rater erm odd, have you tried restarting your computer? (could be something messing with FPSC window focus)

Ekipshi
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Posted: 23rd Nov 2009 02:53
Quote: "Now this is rater erm odd, have you tried restarting your computer? (could be something messing with FPSC window focus)"

No I haven't
I have however tried running the cleaner to no avail.

It wouldn't have anything to do with number of entities would it?
Hockeykid
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Posted: 23rd Nov 2009 03:03
Quote: "It wouldn't have anything to do with number of entities would it?"


no

Quote: "No I haven't"



I would

ace93
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Posted: 23rd Nov 2009 10:27 Edited at: 23rd Nov 2009 11:15
Can someone please explain how to use the shotinhead=x function?
BTW as the mod is released I remembered I claimed I'd release my PZKW-V (aka Panther Tank) as a proof of my thankfulness, so there you have it. FORBIDEN COMERCIAL USE!

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ace93
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Posted: 23rd Nov 2009 11:14 Edited at: 23rd Nov 2009 15:07
And a screeny for those in need.
Edit: Question! How do I make the flak "fly" faster?

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Nike
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Posted: 23rd Nov 2009 16:19
hi hockeykid! i have two questions.
1) do i need fpsc v1 to use this? or di i need an update?
3) can you shoot in 3rd person?


Bugsy
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Posted: 23rd Nov 2009 17:03
you need v1.16, you should've updated a while ago, you should always update, it's just a good idea. (unless you have a mod that requires a certain format of FPSC)

3) I don't know how to make TP shoot, but I'm convinced that there IS a way.

add me on skype- isaacpreston. WWC percentage complete: 60%
ace93
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Posted: 23rd Nov 2009 18:39
ok ....you guys are mean! NO thank u for my panzer?
Bugsy
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Posted: 23rd Nov 2009 19:19
I haven't downloaded it yet.

add me on skype- isaacpreston. WWC percentage complete: 60%
General Jackson
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Posted: 23rd Nov 2009 19:34
Ace 93: I could definitely use that panther, but it would be in a commercial game (one I'm selling on my website) so if I gave you a copy of the game could I use your panzer?
If you want to see the game its in WIP board.


On topic: Hockeykid, I'm going to show you my latest darkai bugs in a vid later

Armageddon Games
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Posted: 23rd Nov 2009 23:10
Hey -- got a slight problem -- i keep getting an error when i test the game with your latest release-- maybe you forgot something in the .rar-- be cause i reinstalled fpsc and then updated to 1.16 and then installed fenix 3 times and got the same error.

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Armageddon Games
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Posted: 23rd Nov 2009 23:18
here is the error image

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DestroyerHive
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Posted: 23rd Nov 2009 23:33
Quote: "3) I don't know how to make TP shoot, but I'm convinced that there IS a way."

It works fine for me
Quote: "ok ....you guys are mean! NO thank u for my panzer? "

If you meant that seriously, you don't deserve a thank you. If it was a joke, I was going to say thank you even before I read this post

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.
Bugsy
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Posted: 23rd Nov 2009 23:52
well the keys wouldn't work, hockeykid, but I replaced the key with a switch that activates another switch that activates the door.

add me on skype- isaacpreston. WWC percentage complete: 60%
Hockeykid
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Posted: 24th Nov 2009 00:32
Quote: "well the keys wouldn't work, hockeykid, but I replaced the key with a switch that activates another switch that activates the door."


Do they work in stock?

Ekipshi
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Posted: 24th Nov 2009 00:49 Edited at: 24th Nov 2009 01:31
Ah ok it seems to work fine now I didn't have time to try it last night,so I restarted now and it's working again. Good to know, but still sort of a hassle, but I'll assume it's a 1.16 bug

EDIT: I think I may have found my problem, Whenever I have firefox open at the same time I try to test it locks up for good. Never used to do that on 1.15 so I didn't think that was the problem

EDIT2: Ok Now I'm noticing that screenshots no longer work? I press F12, i see the little pause as if it's taking a shot and when i look in the folder, the screenshots are not there!
Bugsy
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Posted: 24th Nov 2009 01:51 Edited at: 24th Nov 2009 01:51
yeah, keys work in stock

add me on skype- isaacpreston. WWC percentage complete: 60%
immortal
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Posted: 25th Nov 2009 16:44
where can i found the darkai script?
Hador
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Posted: 25th Nov 2009 20:58
dark ai scripts are in the files folder in the download. they will be in the scriptbank if you put them there.

DAGGERSHATTER GAMES

Hador
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Posted: 25th Nov 2009 21:00
and hockeykid, could you add dual weilding? like a gunspec comand like dualweilded=yes or dualweilded=no or maybe use it for the pickup script in fpi?

DAGGERSHATTER GAMES

Hockeykid
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Posted: 25th Nov 2009 21:56
Quote: "and hockeykid, could you add dual weilding? like a gunspec comand like dualweilded=yes or dualweilded=no or maybe use it for the pickup script in fpi?"


No.....Dual wielding is extremely complicated and I don't feel ready to do it + i'd like to keep away from copying Plystire.

Bugsy
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Posted: 25th Nov 2009 23:16
ever thought of adding forced camera motions?

just a suggestion.

add me on skype- isaacpreston. WWC percentage complete: 60%
DestroyerHive
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Posted: 26th Nov 2009 00:37
Quote: "No.....Dual wielding is extremely complicated"

Tell me about it... Imagine in real life trying to keep perfect aim when you're holding 2 heavy guns in each hand? Still though, EAI has that dual sub machine gun, although it would be nice to dual wield his "Scorpion" looking machine pistol... man I love that gun...

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: 26th Nov 2009 03:37
Is there any way to accomplish binoculars with this mod with it's own commands or the AirMod commands?

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Bugsy
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Posted: 26th Nov 2009 03:43
yeah, actually it's possible in stock FPSC!

make a .X file with nothing, and call it HUD.X

give it a zoom in hud looking like binoculars.

test it, It works for me.

add me on skype- isaacpreston. WWC percentage complete: 60%
freak of nature 64
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Posted: 26th Nov 2009 06:00
clarify?

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Bugsy
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Posted: 26th Nov 2009 06:25
go into fragmotion.
make nothing, or make a box and give it a black texture (works better)
export as HUD.x
make a folder in the gamecore\guns section for it.
go find another gun
copy the gunspec
paste it into a new document
make it's model your HUD.x
make it's texture: texturebank\common\black.dds
make sure you give it a zoomscope texture to look like binoculars

test game, give the gun to the player by right clicking and giving him the gunby making it his start gun.

add me on skype- isaacpreston. WWC percentage complete: 60%
immortal
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Posted: 26th Nov 2009 07:23
sorry but i dont found des ai script in fenix mod 1.5 beta
Hockeykid
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Posted: 26th Nov 2009 07:25
Quote: "sorry but i dont found des ai script in fenix mod 1.5 beta"


Go on the first post under download sections you'll find the correct download.

Hockeykid
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Posted: 26th Nov 2009 16:57
For all Fenix Mod 'readers" I suggest you look here http://forum.thegamecreators.com/?m=forum_view&t=161520&b=24&p=0#m1904710

Silvester
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Posted: 26th Nov 2009 17:12
OOO shiny.


EDP Map Editor[2D]
dark peanut
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Posted: 26th Nov 2009 17:17 Edited at: 26th Nov 2009 17:18
Looks amzing hockeykid! You've done so much and we thank you for your work! [stupid question] just to make sure.. are those animations you're making for every weapon?[/stupid question]

dark peanut

current projects: a game about a guy
Hockeykid
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Posted: 26th Nov 2009 18:37 Edited at: 26th Nov 2009 18:39
Quote: " just to make sure.. are those animations you're making for every weapon?"


No most of errants store weapons have hidden melee animations, he did this in hopes a mod would come around and utilize these animations (as I did). So to answer your question, you'll have to make your own animations but most of Errants guns already have them.

General Jackson
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Posted: 26th Nov 2009 18:43
Looks like i'll have a bunch of ww2 guns to give melee anims to

Crusader2
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Posted: 26th Nov 2009 19:34
Wow... Only Dual Wielding is missing now very honestly. I can appreciate the difficulty of incorporating it, although it would be an amazing feature. Either way, I just found a new favorite mod!

Best Regards,
Crusader2

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!

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