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FPSC Classic Scripts / Headshot with audio?

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old_School
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Posted: 15th Mar 2010 21:36
I see the headshot script. But I was wondering is it possiable to add audio to play when you do a headshot? If so what do I add to the line?
Mugen
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Posted: 15th Mar 2010 22:33
Just a wild guess, try this in your death script for the target.
Haven't tested it, but makes sense when you think about it.



Use X for sound value

Mugen is the name pal, Ya got that?
old_School
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Posted: 18th Mar 2010 04:28
Sweet man thanks.
Snipesoul
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Posted: 18th Mar 2010 21:07
Does that work? I can't test this right now, but I thought headshot=x was an action used to turn headshots on, not determine whether a headshot has happened.

"Dad? Dad, I'm a- Ye- Not a "crazed gunman", dad, I'm an assassin! ...Well, the difference bein' one is a job and the other's mental sickness!" - The Sniper.
TerrorNation
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Posted: 18th Mar 2010 21:21 Edited at: 18th Mar 2010 21:22
You are right snipesoul. That code above wouldn't check anything. As far as I believe you cannot do headshot checks in stock FPSC.

@Old_School
Grab hold of Fenix Mod, and put this in your characters death script:

Don't get rid of the whole of the death script, just add this to it.
shotinhead=x checks whether the character was shot in the head.
Snipesoul
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Location: Somewhere in New York...
Posted: 19th Mar 2010 01:06
Ah, so include Terror's script above as well as appearwithheadshot.fpi for the appear. Also, set headshot=x to headshot=55. It'll decrease the range of the headshot to mostly the head and not from the upper chest to the head.

If your using Fenix Mod, you might also want to include "removehead" in there for a nice effect, so it should look like this:



I haven't checked the manual, but I'm pretty sure I remember "removehead" being the command.

"Dad? Dad, I'm a- Ye- Not a "crazed gunman", dad, I'm an assassin! ...Well, the difference bein' one is a job and the other's mental sickness!" - The Sniper.
old_School
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Posted: 10th Apr 2010 04:24
Hmm I was hoping to not need to use a mod.
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 11th Apr 2010 06:10
This is why I wish the stock engine had two destroy script assignments for each character instead of just one.
One would be for a regular destroy, and the other for a headshot.
If the headshot detection would call a unique script instead of the standard one then we could make it do whatever we want for each character.
Custom falls, sounds, and other effects like head rolling or exploding animations could be pulled off easily then.

Maybe enough people could get together to convince Lee that it would be a good thing.

   Conjured Entertainment

 WARNING: Intense Madness
Les Horribres
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Location: My Name is... Merry
Posted: 11th Apr 2010 12:43 Edited at: 11th Apr 2010 12:47
So you all get head shots but my groin shots are STILL not availiable! I demand a rebate!


On the second note, I'd perfer each "limb" of an enemy to be referencable in script. Multiple destructors is generally a bad idea, while having refrencable commands allows far greater usability and is infinately flexable.


I'd like to ask though, why use ALWAYS? (Heck, why use NEVER [there's actually a condition... to never run a line of code]) they're both redundant conditions.

Its not who you are or what you've done... its WHY you did it and how far you are willing to go.
If you fear speaking for yourself, make use the words of others while discovering your own voice.

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