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FPSC Classic Scripts / spawning question.

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Hamburger
15
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 19th Mar 2010 23:17
Could it be possible to spawn enemies like in doom 3 (the daemons)?
like would you be able to spawn a decal (s) that mimics the pentagrams and fire and all that with an orange light all when the character spawns. I want to do this with model pack 39 characters.
wizardious
15
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Joined: 18th Aug 2009
Location: Saskatchewan Canada
Posted: 20th Mar 2010 22:16
Hey
While I've never seen the Doom3 demons, you could check out Exgen, a Gamecreator program that makes decals. There is a free trial, and the program is reasonably priced if you decide to buy.
http://exgen.thegamecreators.com/
Hamburger
15
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 21st Mar 2010 05:03 Edited at: 21st Mar 2010 05:05
I can usually get by with a graphics program life fireworks, but Ill check out exgen too. If you want to see how they spawn heres a video link:

http://www.youtube.com/watch?v=I9rXfQVglWM

skip to 0:47 and youll see how they spawn. Ill make them screech like the imps too
French gui
20
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Joined: 11th May 2004
Location: France
Posted: 21st Mar 2010 12:05 Edited at: 21st Mar 2010 12:19
I think it's possible if you have the decal ready. Try to put a trigger zone, the decal and the character in the same position (and a orange dynamic light if you want). Once the player step in the zone, play the decal once and make the character spawn 1 or 2 seconds after . You may have to use a global variable and a timer . Untested of course... (I can help with scripts if you need)
Hamburger
15
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 21st Mar 2010 15:58 Edited at: 21st Mar 2010 15:59
thats what I was thinking. But maybe instead of puting a decal under the character, could you spawn it within the script with a command like spawnentity=X? and maybe for lights wiuld it be spawnlight=X (if therre are those two commands) But I think I would need to put the lights and decals under the character anyway (to have tham spawn in the right location)

Also I would be glad if you were willing to help me script it

thanks
French gui
20
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Joined: 11th May 2004
Location: France
Posted: 21st Mar 2010 16:02
You can't control decal this way, sorry. About the light, you can set it's intensity to 0, and when the character spawns set it to higher value (with lightintensity command)
Hamburger
15
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 21st Mar 2010 16:38
I would probably have to make a custom decalscript for when i trigger it then, like TIMERGREATER=2 and then it goes to run the particle for about a second, and stops. The light I was thinking would fade orange and then when he was spawning it would flicker like the lightcandle.fpi in the fpsc scriptbank, and then stop flickering once the decals were done.

The beset part about this isthat it probably wont lag the whole game up because this will only happpen for about 2-3 seconds, and I will probably spawn characters 1-3 at a time
French gui
20
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Joined: 11th May 2004
Location: France
Posted: 21st Mar 2010 18:58
Ok, I've done some tests with ColonelZ and a stock decal and it works wonderfully. So what I've done:

1) Put a triggerzone with this script:


2)A character with spawn at start=0 , maximum spawn=1 and 'coloz' as name (or anything)

3)Put 'coloz' in trigger zone if used field

4)a decal with this script:


... and voila!
Hamburger
15
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 21st Mar 2010 20:01
thanks ill have to try it!

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