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da2020
14
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Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 30th May 2010 05:12
hey guys is it possible for the turret to shoot the player if the player get near in it?

thanks in advance
starmind 001
FPSC Reloaded Backer
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Posted: 30th May 2010 06:30
Yes there is a turret on fps-free.

da2020
14
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Location: C:\\Program Files\\
Posted: 31st May 2010 08:29
nah I'm not searching for model I'm searching for script where the turret will shoot the player if the player get near in it
starmind 001
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Posted: 31st May 2010 09:50
The is no script. A turret is a character and uses the same scripts already in your scriptbank. You should look before just pushing it off. IF a script is what you are looking for then just make one. Use plrcanbeseen=1:animate=1 or something like that. I am NOT going to just give you a simple script until you have tried it first. Right now the best turret was made by me( not to toot my own horn) and with the help from Ply the turret is one of a kind. When POM3 comes out all will see, but the basis was from the turret made by darmic and maxi. So look at it(the fpe file) and then learn from it. Everything afterwards is simple.

My point is, try first. The model shows the scripts used and then make your own model.

F22Raptor
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Posted: 2nd Jun 2010 06:10
that model does not look very realistic but it is a good entity. you should make a model of a chaingun like on tom clancys conviction that shoots automatically ie the same script you have

<F22>
Team Vent
15
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Posted: 9th Jun 2010 19:39
Starmind, why not just post it?

I mean, instead of posting a large post about why he should do it himself, why not just post the code?

Wouldn't that be easier?

I mean... really?
CrescentMoon
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Posted: 9th Jun 2010 20:12 Edited at: 9th Jun 2010 20:15
Here's a turret script I made using v1.16.18, stock code, and no mod.

It's not the best in the world but it should work. Whenever the player comes within sight the turret activates, and inflicts more attacks per second depending on how much damage it has taken.



I never quite figured out how to edit the properties of the turrets so that they could hold weapons, but if you can, do it.

[WIP] Paranorma Chapter 1, The Forgotten Inn
Level 1 - In Progress
Plystire
21
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Location: Staring into the digital ether
Posted: 10th Jun 2010 00:15
Quote: "Starmind, why not just post it?

I mean, instead of posting a large post about why he should do it himself, why not just post the code?

Wouldn't that be easier?

I mean... really? "


Be thankful he replied at all... Really.

Don't take that mindset to these boards. You are expected as a game-maker to make your own game. We will not always show up to magically produce exactly what you need, when you need it. Go do it yourself, or at the very least attempt to do it yourself. We're much more willing to assist someone who has made a viable effort before coming here.
By learning to do it yourself, you becomes far more independant as a game developer, relying much less upon others to do work for you.

Would it be better to learn how to do something yourself and be able to get more accomplished in 8 hours? Or would it be better to come here asking for every little thing you need and wait for someone to do it (assuming someone even bothers to do it for you), completely wasting every second that it takes waiting for a response?

I'm going to be honest here and say that anyone who chooses the second option.... won't be seeing any help from me.


The one and only,


BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 10th Jun 2010 02:03 Edited at: 11th Jun 2010 00:23
We have had our moments where we tried to do something in the past and finally after making the attempt, we came here to ask for some help or direction. Many here have always been willing to help providing we have at least made an effort first. It solves nothing by just "giving out" an answer if someone does not want to make an effort, let alone understand the issue at hand. Sometimes just "giving" out the script confuses the person even more.

- BlackFox

starmind 001
FPSC Reloaded Backer
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Posted: 10th Jun 2010 02:55
Thanks Ply and Blackfox!

Quote: "Starmind, why not just post it?
"


I thought I did here.
Quote: "A turret is a character and uses the same scripts already in your scriptbank. "


Good script Cresent.

Shadowtroid
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Posted: 19th Jun 2010 20:57
Give a man a script, fix one problem.

Teach a man to script, he quits asking about it on the forums.

CrescentMoon
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Posted: 19th Jun 2010 22:57
Quote: "Give a man a script, fix one problem.

Teach a man to script, he quits asking about it on the forums."


wouldn't that also put you out of a potential job? xD

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
Shadowtroid
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Posted: 19th Jun 2010 23:02
Quote: "wouldn't that also put you out of a potential job"


Less work I have to do for other people. Not like anyone here gets paid for helping people script.

Plystire
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Posted: 20th Jun 2010 07:00
Thanks for putting it nicely, Shadowtroid.

Yeah, it's true. I would rather people learn how to script and I have no where to reply, than to have so many simple request threads populating the board.


The one and only,


Shadowtroid
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Posted: 20th Jun 2010 15:18 Edited at: 20th Jun 2010 15:20
I think that everyone who took the time to learn thinks like that.

Edit: Now, if someone was more artistic and good at 3D and wanted that in exchange, I would understand. Like you said somewhere Ply (migration thread? one of your rants), you just need to do something for yourself. Which for me is scripting. Sadly that cannot get you much, as it is not applicable outside of FPSC and most great modelers already know how to script better than me.

Plystire
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Posted: 21st Jun 2010 01:39
You could learn to program, or model, or compose sounds/music. Those are essential skills for game dev.


The one and only,


CrescentMoon
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Posted: 21st Jun 2010 03:23
Quote: "Less work I have to do for other people. Not like anyone here gets paid for helping people script."


wait we're not getting paid ?_?

-leaves-

Quote: "You could learn to program, or model, or compose sounds/music. Those are essential skills for game dev. "


or learn the basics of storyline development. A good storyline will often draw the people who can do the rest.

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
Shadowtroid
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Posted: 21st Jun 2010 04:24
Quote: "compose sounds/music"

No.
Quote: "or model"

Tried that. No.
Quote: "learn to program"

That actually I imagine myself being good at. I plan on learning DBPro as soon as I have a big chunk of time on my hands.

Plystire
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Posted: 22nd Jun 2010 23:48
If I were you, I would go with a cheaper, yet more powerful route.

Go download Visual C++ Express, or VB Express. (I recommend C++, though) They're free to use, and you can implement DarkGDK directly into VC++ Express, so it's almost like having DBP anyway, just that you benefit from a lower level (higher level? I get the two confused sometimes ) language that runs faster.


The one and only,


Shadowtroid
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Posted: 23rd Jun 2010 02:50
Huh, okay. I actually download Dark GDK. The only problem is I have no idea how to use it.

I think once I get more familiar with it, I'll use it. I think that for now I want to hone my scripting skills, then once I feel I've gotten to a programming-esque level, then I will jump into Dark GDK and C++.

It's the compartmentalization that scares me, representing something so large with only 2 letters gets me very confused.

I dunno, maybe I'll go to you when I finally get around to it.

Plystire
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Posted: 23rd Jun 2010 03:46
Honestly, I wouldn't wait to get started. The more you get used to scripting, the harder it'll be when you move on to programming. For me, scripting is just.... restrictive, in comparison to programming. Very much so.

And scripting will never teach you how to be a programmer. (Especially FPI.... ewwwww )

Just fire up VC++ and start the 2D Game template from DarkGDK. Compile it and see what the code does.. then go play with the code to make different things happen. The templates are VERY well documented, so it should be fairly easy to alter things slightly.
And, there's also the manual in the "The Game Creators/DarkGDK" folder that you can read to find all of the commands. Your main hurdle is going to be the native C++ syntax, which you'll only be able to get used to by using it.


The one and only,


Shadowtroid
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Posted: 23rd Jun 2010 05:30
Huh. Okay then, I guess I'll start tomorrow.

Thanks Ply, you have helped me a lot over time.

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