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FPSC Classic Scripts / Disappointed with the way FPSC handles waypoints

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ash grinder
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Posted: 5th Jun 2010 06:30
I made a simple level based on the tutorials for creating a basic level with waypoints. That shows a character following waypoints up the stairs and back and down again. However, I can't "annnnnnnoyingly" seem to get this to work. Can anyone lend some thoughtful advice concerning waypoints. I am not a newb - I just haven't used many waypoints!

My level consists simply of a character that starts to follow a waypoint, then goes up the stairs and along the top, then comes back down again (as shown in the waypoint video in the tutorials).

I use a simple bunker segment with a metal staircase. The retarded (I say "retarded thing again...) is when the character gets to the top of the stairs, but rather annoyingly hangs up and won't move at all.

I set the characters' start script to use the pace script, and the main script gets the 'roving guard' script (that I downloaded from fps-free).

I even tried changing the start script to: appear1.fpi, then follow.fpi, then rovingguard.fpi and vice versa but nothing seems to jibe with these annoying waypoints.

Does anyone know what I am missing, doing wrong, don't get, etc, etc???
Plystire
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Posted: 5th Jun 2010 07:00
If your character was properly following the waypoints and simply got stuck at the top of the stairs, then it's not the fault of the script (not likely anyway)

Try adjusting your waypoint that's at the top of the stairs a bit to make it easier for the entity to follow. Sometimes if the waypoint forces the character to push into the floor (IE, the two waypoints create a line that goes through the floor when ascending stairs) the character may get stuck.


The one and only,


ash grinder
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Posted: 5th Jun 2010 08:05 Edited at: 5th Jun 2010 08:14
Hi Plystire,

Unfortunately in my version there must be some type of bug. I've tried what you said (repeatedly) but it still gets stuck. After 4 or 5 hours of trying every way I know how, to try to get this to work and figure this out (why this is happening), I am strongly under the opinion that it just cannot be done.

And this is just using the segments and entities that come natively with FPSC (no model paks).

Is there any way that I can post this very simple FPSC-level, so you can see what I mean? And if so how can I do this to show you my level? So that you can see?

-----

This is sometimes very irritating for me because I am used to the more beefy game engines, and get frustrated with using this engine due to its long list of limitations. Still good though - "trying not to offend!" Too bad they didn't make it to be an all encompassing type of engine, where the limitations are far and few between

Any further thoughts to see if we can help other users that may be going through the same predicament, Plystire?
Flatlander
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Posted: 5th Jun 2010 08:26
If this is all simple stock, then you can upload the map file (.fpm) so that we can download it. If there are any special scripts then that would be a little bit more problematic but if their are just a few then you can include the map and the scripts in zip or rar.

ash grinder
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Posted: 5th Jun 2010 08:32
Ok, I will do this so hopefully I can get some guidance here. This should not be this difficult to do, but yet I am having some problems here.

This zip can be downloaded from here: http://www.ewebtools.ca/testlevel.zip. But just give me a few minutes to upload k, before trying to download it?
Flatlander
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Posted: 5th Jun 2010 08:49
Is it that large? I just tried downloading, broken link? It's 00:48. Your edit is 00:32. I am probably going to have to "hit the hay, the sack, or whatever."

ash grinder
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Posted: 5th Jun 2010 08:51 Edited at: 5th Jun 2010 09:01
The file is not that large - I quit too. I cannot for whatever the reason upload the level. I think I'll call this a no-can-do and call it quits! Tiring of FPS Creator!

Thanks anyways for your help, but Im done with this thing. Too, too limiting!
ash grinder
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Posted: 5th Jun 2010 16:06
Another complaint for the library!
SpyDaniel
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Posted: 5th Jun 2010 16:18
Ash, I'm not sure if you can model, but what I have to suggest is that you create a slope that will lay above the stairs, acting as a ramp, allowing the player and characters to walk up to the next floor without getting stuck on the stairs geometry.

Of course you will need to give the slope model a fully transparent texture so you can't see it and match the material ID with the stairs, so it sounds right. I'm sure this will fix the "getting stuck" issue.

Its basically what you do in Source SDK Hammer, or any BSP mapping program.

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The Storyteller 01
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Posted: 5th Jun 2010 19:30
Afaik NPCs can climb entities within a level but not use segment stairs or slopes to actually wander between levels.

At least it happened within my own projects twice that NPCs always got stuck at the edge of segment stairs/ramps.

Maybe its possible to use a stair entity for the job.

In case you find my grammar and spelling weird ---> native German speaker ^^
Marc Steene
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Posted: 5th Jun 2010 19:34
In case anyone is interested, this has been fixed for 1.17.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
The Storyteller 01
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Posted: 5th Jun 2010 19:45 Edited at: 5th Jun 2010 19:45
Quote: "In case anyone is interested, this has been fixed for 1.17."
WE ARE! *claps*

In case you find my grammar and spelling weird ---> native German speaker ^^
Flatlander
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Posted: 5th Jun 2010 19:48 Edited at: 5th Jun 2010 20:59
It does work with 116. However, I'm glad to see that there will be improvement in the migration. Attached is a download of a very simple map with segment stairs. It is all stock so anybody can test it.

You will need to make sure the character has a good run to the stairs and a fair distance on the top of the stairs. Also going up at a slight angle seems to work better. Download this map and see for yourself.

Edit:

Click the download button to download the map. It's very small.

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The Storyteller 01
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Posted: 5th Jun 2010 20:31
I didn't manage it so far but maybe I didn't try hard enough to find just the right position for the waypoint "stars".

Thanks for the heads up!

In case you find my grammar and spelling weird ---> native German speaker ^^
vortech
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Posted: 5th Jun 2010 20:45
But there is tutorai lin v 1.16 where aiko walks stairs UP and DOWN

There is always hope somewhere.
Flatlander
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Posted: 5th Jun 2010 20:47
Have you downloaded the fpm and tried that? If so and it works then look at how I positioned them. My first attempt was the character getting stuck at the bottom of the stairs. So I know it happens.

Of course, there could be differences in video cards that might cause a problem. I'm not sure about that. I believe the character has to be moving along smoothly before he gets to the stairs. It's almost like he's got to build some momentum. Although I don't think that is really the case here.

Flatlander
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Posted: 5th Jun 2010 20:57 Edited at: 5th Jun 2010 21:00
Quote: "But there is tutorai lin v 1.16 where aiko walks stairs UP and DOWN"


Yup and here is an fpm of that. It was from one of Lee's test fpms for the migration but it also works in v116. It's not perfect as the character doesn't exactly have the footsteps according to the stairs but all that matters for me is that it works. Again, notice the distance between the stairs and where Aiko starts. I always thought a slight angle also makes a difference but here she goes straight up the stairs.

Click the download button to download the fpm. It's small. 114KB Not MBs

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Plystire
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Posted: 5th Jun 2010 22:19
I was able to get entities to walk up and down stairs, wandering between levels back in V1.01 .... so to say that it's a bug NOW is just saying that Lee messed it up during an update.

Oh well, if it's being fixed, who's gonna complain?

What I want to see in V1.17 is the ability for the DarkAI to move between levels (WITHOUT the need for waypoints)


The one and only,


Flatlander
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Posted: 6th Jun 2010 00:06 Edited at: 6th Jun 2010 00:06
Hey you guuuuyyyys!

It works in v116 didn't you see my posts! I must be invisible. Even when I'm next in line the person at the counter addresses the person behind me! :this is an invisible smiley:

Quote: "What I want to see in V1.17 is the ability for the DarkAI to move between levels (WITHOUT the need for waypoints) "


I hope the AI can take care of that as well. I believe it probably will because you can code it that way in DBP using Dark AI.

ash grinder
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Posted: 6th Jun 2010 02:41 Edited at: 6th Jun 2010 02:43
Yep I can model Higgins, but I mean...why bother to go through all that work in making a "reformed" stair model, just so that the entity can follow waypoints up and down 'em? You ought to be able to do this anyways. Know what I mean

I wish I had the answer why this was annoying me (especially on a bad day). This was so unexpected behavior hence the title of this post (thinking it would be a good way to draw attention to this...). Never meant to be so stiffled by this though 'cause then it gets me thinking that there is something wrong with everything else I have on my machines. In any case don't mean to offend anyone else if I did

I did notice however - that when I right-clicked to edit the properties of the character tied to the waypoint. That the waypoint path was slightly elevated above the staircase.----------

So there's a ver 1.17? I went to the fpsc site but couldn't see anything in the files.

Flatlander: I've tried almost every way imaginable, but I can't seem to do that in my version (1.16). I honestly never had this noticeable amount of trouble before I want to download your fpm so I can see for myself though.

My trouble seems to be when the character-entity gets right to the top of the stairs, then starts to twitter and get stuck. This has also happened when building my own (seh..) building models. And the floors have to be just right because if they aren't the character does the same thing once in-game. Happened at first with my road-segments too.
ash grinder
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Posted: 6th Jun 2010 03:58 Edited at: 6th Jun 2010 05:02
Flatlander. I used your fpm level and tested this out and it worked fine. Except!

I wanted to experiment with creating a staircase on the other side of the room to see how its done, but its the same.

On one side it shows your Aiko walking up and around then coming back down. But on my side she starts to walk up the stairs, but gets caught-up again.

Is there any way to see how your positioning these waypoints, as an aid to basically see what your doing? Still cannot get the waypoint thing to work because I can't position them correctly.

You can see what I mean and test it yourself if anyone wants to. Any other thoughts on this?

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Flatlander
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Posted: 6th Jun 2010 07:36
OK, I downloaded your fpm. Yup, she gets stuck. But, here is an interesting thing. I decided to exactly duplicate the other side. So I added that middle part between the stairs. This is in download. I named it Aiko stairs 2.fpm so that you don't overwrite your other aiko fpm so you can have it for comparison. This is really odd. It works with the added middle part. I did nothing to the way points. Really. Just added the middle segments.

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Flatlander
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Posted: 6th Jun 2010 07:40
Now, here is what I like to do with waypoints going up the stairs. I don't normally put a point (star) just before going up the stairs or right after going up the stairs. The reason being is that there seems to be a little jerkiness of the legs or it can look like they are almost tripping over their feet. In this download I have taken those points out. You can see she travels a lot smoother at the bottom and top of the stairs. I did not take them out of Lee's example so you can take a close look at both of them to see the comparison.

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ash grinder
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Posted: 6th Jun 2010 08:41 Edited at: 6th Jun 2010 08:42
Thank you Flatlander for taking the time to help me figure out why this was happening. Now I realise. Though it does seem to give some limitness as per the types of rooms you can create with waypoints. At least Im glad I know now thanks to you

Like for e.g., metal gantries, etc. I really wonder why you have to put something in the middle in order for it to work?

I made a complete jail once, where there were 2 levels of jailcells on either side. The strange thing is that when I built it there weren't no middle segment-sections as shown in these. The characters (or guards) would walk up one side and then down the other.

In any case - I am much obliged for yours and others' help here.

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