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FPSC Classic Scripts / Give an enemy a weapon?

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PW Productions
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 16th Nov 2009 03:04
Hi, I'm trying to make a script where I've got the stealth part working so that when the player makes a noise or is seen the enemy starts to attack the player. Yet it looks kinda stupid when the enemy has its gun out and is just standing there even before the player is seen. It also looks stupid when the enemy 'punches' the player. Is there any way to make it so that when the player is seen, the enemy 'draws' or receives a weapon to make it look like the enemy pulled it out of its pocket?

Thanks.

Bugsy
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Posted: 16th Nov 2009 04:17
I don't believe that there is an animation for this. I believe EAIs TF341 characters have a gun pointed down animation though.

add me on skype- isaacpreston. WWC percentage complete: 22%
PW Productions
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Posted: 16th Nov 2009 04:35 Edited at: 16th Nov 2009 04:36
Not an animation, but just giving the enemy a weapon at one point after the enemy not having any weapons at all.

Bugsy
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Posted: 16th Nov 2009 04:42
no. not in FPSC by default scripts.

If you want to get technical, you could change from the regular stand anim to the rifle/pistol/LMG stand anim, although It wouldnt work, because it automatically detects their weapon and poses them standing with it.

add me on skype- isaacpreston. WWC percentage complete: 22%
PW Productions
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Posted: 16th Nov 2009 23:24 Edited at: 22nd Nov 2009 02:42
Gah... Darn.

Thanks anyways Bugsy.

Earthpig_jr
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Posted: 29th Nov 2009 23:01 Edited at: 5th Dec 2009 00:28
There is a work around though!!! (I think) Try this
Ok putting this in the 1st guys main script.

For first guy with no gun attached.(in start fpi)

Put this in this in the second guy with gun that is close to the same spot as the first one.(in the second ones start fpi)

Hope this work seeing as i am not able to test it at the moment.
its been corrected try this it should work but only (once).
PW Productions
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Posted: 30th Nov 2009 00:21
Well, thanks for helping! I just don't see what command would really give him a gun? But this really does help; thanks!

OFF-TOPIC: Oh, crap... I just realised I joined on Friday the 13th... Oh no. I'm screwed on these forums. I'd never noticed that before. How weird.

Plystire
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Location: Staring into the digital ether
Posted: 30th Nov 2009 00:57
Quote: "activate=2,destroy"


The "activate" command only activates the entity with that script, nothing else. If you want to activate a different entity, you will need to use "activateifused" or "activatetarget"


The one and only,


PW Productions
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Posted: 30th Nov 2009 02:14
Ah, thanks Ply. I'm no good at scripting when it comes to enemies. I'm only good at other... 'inanimate' stuff.

Cheers
PWP

Earthpig_jr
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Posted: 2nd Dec 2009 01:41
Thanks for the help ply my comps on the frits so i am not able to test these

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