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FPSC Classic Scripts / Game like crysis

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DarkJames
15
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Joined: 11th Aug 2009
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Posted: 11th Aug 2009 18:21
please can you tell me how to make a script that when you look down you see yourself please explain it....

hi i wanted to know if there is some way that when you point down you see a body..your body i have plys mod but how do you use it?? please explain
Bigsnake
15
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Joined: 7th Apr 2009
Location: England
Posted: 11th Aug 2009 18:59 Edited at: 11th Aug 2009 19:00



Place a charecter down into your level then change the main script to what ever you called this file then play.



How to make the file -

Open up notpad and copy the code into it, before savinging make sure it on all files mode in the save window , give the file a name such as legs. after naming it put a ".FPI" at the end but dont inclued the "" then save your file into the "fps creator directory/files/scriptbank"

Hope this helps

Your signature has been erased by a mod because it's taller than 600x120
EGG HEAD OF DOOM
16
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Location: The Hacked Hospital Lobby
Posted: 11th Aug 2009 19:04
that only works for ply's mod (your mod) right?

DarkJames
15
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Posted: 11th Aug 2009 19:19
thanks!!!

be nice

hi i wanted to know if there is some way that when you point down you see a body..your body i have plys mod but how do you use it?? please explain
DarkJames
15
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Posted: 11th Aug 2009 19:34
is true but i make the script in FPI edit PAD i put a carachter i put it on that script but i press THE start MARKER and is says there is an error........

THE BLACK .... wait it was the white or green ohh! screw this....
Bigsnake
15
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Location: England
Posted: 11th Aug 2009 20:32
use the fpsc cleaner you can find in the fpsc directory

Your signature has been erased by a mod because it's taller than 600x120
Bigsnake
15
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Location: England
Posted: 11th Aug 2009 20:33
Quote: "(your mod)"


No, PLYmod isnt my mod, I dont even know how to code that well

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EGG HEAD OF DOOM
16
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 12th Aug 2009 09:41
Quote: "No, PLYmod isnt my mod"


OOOOPS i don't know why but i thought you were Plystir for some reason.

Apple Slicer
16
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 12th Aug 2009 09:44
Plys mod is gone anyways, its project blue now.

A r e n a s
16
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Posted: 12th Aug 2009 13:56
Ye project blue has a dead easy setup for it, just add the model provided and attatch the script provided. Its dead easy .

[href]www.arenas4146.webs.com[/href] --> F.R.A.G. HQ
trentb95
15
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Joined: 18th May 2009
Location: AUS, VIC
Posted: 13th Aug 2009 13:21
how do i get the legs to work. i saved the file as fpi and set it as the main but no legs in test and build
trentb95
15
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Joined: 18th May 2009
Location: AUS, VIC
Posted: 13th Aug 2009 13:22
send email to trentbauer@hotmail.com cos im noob with this stuff and its easier for me
EGG HEAD OF DOOM
16
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 13th Aug 2009 19:27
when i tested it, it work (sort of) but it didn't show the legs of the character, it showed the torso and head. anyone know?

DarkJames
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Posted: 13th Aug 2009 19:29
'cause this works only with PROJECT BLUE

THE BLACK .... wait it was the white or green ohh! screw this....
Bigsnake
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Location: England
Posted: 14th Aug 2009 16:48
I used efx when I tried this out and it worked fine, sometimes you might get the AI you applied jumping like a retard because you might not of done it right

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Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 15th Aug 2009 00:47
If you used the script you posted above, I find it highly unlikely that efx would run it.

Namely because efx doesn't have the following that are required for it to work:
bindentitytocam
entity offset commands
Ply's Mod variable system
plrusingrun
keypressed
setanimspeed


.. amongst other things.

Perhaps you still had a Mod with Ply's Mod running and only thought you were running efx?


The one and only,


CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 15th Aug 2009 00:52
No offense Ply, but EFX looks a little prettier than your mod...

Not to say it isn't as awesome...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Plystire
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Posted: 15th Aug 2009 01:13
It's true

I would really like to know how they got the lighting they had on segments, if they actually fixed the system or just worked around it with their own (which, to my knowledge, is what DG did with Cranox Mod). The one thing that makes FPSC ugly is the lighting system Lee has implemented for segments and static entities, and the horrid job it does of providing shaders with that information.


The one and only,


CoffeeGrunt
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Posted: 15th Aug 2009 01:37
It uses only dynamic lighting...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Plystire
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Posted: 16th Aug 2009 05:05
Even so, I was able to forward the dynamic lighting information tot he shaders, but I wasn't able to make a shader that utilized them properly... all of the lighting shaders I had used before didn't seem to work properly with FPSC's segments.


The one and only,


CoffeeGrunt
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Posted: 16th Aug 2009 14:17
Oh yeh, He used Evolved's Deferred lighting System, I think...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.

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