Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Player Blocks

Author
Message
A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 18th Jun 2010 22:48
Hey guys, does anyone know how i could create a block so that players are not able to walk through it but other entities and bullets can? I was thinking of a zone to do this but i can find any commands which would allow me to do this...

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 19th Jun 2010 01:59
I did something like this with PB. The script was simple, but only really blocked the player from ONE direction. I set up zones with the script.

Here's an example of it:


That's it.... that's the entire script to block the player and prevent them from moving through the zone in the northward direction.

South uses "moveplrz=60", East uses "moveplrx=-60", West uses "moveplrx=60".

Very simple.


I made these scripts for a small game that I was going to enter into a competition, but never really finished it. The player is effectively blocked from moving through the zones in the direction specified, while entities are not effected by it at all.


The one and only,


CrescentMoon
14
Years of Service
User Offline
Joined: 28th Apr 2010
Location:
Posted: 19th Jun 2010 06:42 Edited at: 19th Jun 2010 06:49
I'll try and make one up for ya now.



[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 19th Jun 2010 10:39
@CrescentMoon

That just makes it possible to walk through an entity Rendering it useless as a barrier.

@Ply

Thanks I assume that those commands are from Vanilla. I'll check. Thanks again

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th Jun 2010 03:19
I don't believe the "moveplr" commands are vanilla. Just ran a search for them in both the ofpscguide.pdf and the FPSC manual, got nothing.


The one and only,


A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 20th Jun 2010 12:06 Edited at: 20th Jun 2010 12:06
Do you know if there is any equivalent in Fenix mod?

I just need to a mod which I can include in Z-Mod V2, and obviously I cant Include PB because its a retail mod

I need to find a free mod such as Fenix.

CrescentMoon
14
Years of Service
User Offline
Joined: 28th Apr 2010
Location:
Posted: 20th Jun 2010 20:00 Edited at: 20th Jun 2010 20:01
Quote: "That just makes it possible to walk through an entity Rendering it useless as a barrier."


odd o.o I put a large, immoble desk (one of the kinds that the player can't just walk over, in front of a gap between two wall segments, adjusted the alpha with this script and it seemed to work.

Though I also improvised ;P by using a seperate entitiy instead of a doorway. (also didn't you say in your original post you want something that'll block players but let entities and bullets through? You never asked for something that'll push the player back, that's Ply's special addition )

[WIP] Paranorma Chapter 1, The Horror at Silent Inn
Level 1 - Suspended
A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 20th Jun 2010 22:21
I hope that hockeykid could add it to Fenix. That would be the best possibility tbh

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 21st Jun 2010 01:41
The "moveplr" commands I used are also available in Project Green. That is a free Mod.


The one and only,


A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 21st Jun 2010 01:47
The commands offered in fenix mod out weigh those in PB, no matter how incredible the applications of a player block would be. Fenix offers so many possibilities which Poject Blue doesn't even offer although I wish so much that it did :/ Well thanks for the help guys, I think all my questions on this matter have been answered

Shadowtroid
14
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 21st Jun 2010 04:25
Quote: " Fenix offers so many possibilities which Poject Blue doesn't even offer "


Gotta disagree with you on that one. You can do more with PB, the only problem is it's $28 more.

BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 21st Jun 2010 05:31 Edited at: 21st Jun 2010 05:38
Quote: "The commands offered in fenix mod out weigh those in PB, no matter how incredible the applications of a player block would be. Fenix offers so many possibilities which Poject Blue doesn't even offer"


Although Fenix mod is good with it's features (such as the AI), Project Blue is also just as good with it's features. Plystire and s4real did a great job with it, and we learned a lot from the both of them. Might I remind you, Arenas, that we have in our e-mail archive e-mails we received from you when we were the Development Management for Plystire where you wanted to have your code inserted into Project Blue. Why? Because, in your words and I quote " you can't beat the features of Project Blue". You could have had your code inserted into Fenix Mod, but you insisted it be Project Blue because nothing could compare to it. And there was more to that than just having your code inserted... Now you're doing an about-face and saying Fenix is much better?

Quote: "I hope that hockeykid could add it to Fenix. That would be the best possibility tbh"


The best suggestion is to just e-mail hockeykid direct and ask him. It probably would have been better than making statements on how one mod is better than another.

- BlackFox

A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 21st Jun 2010 08:45 Edited at: 21st Jun 2010 09:15
@BlackFox

I own Project Blue and as much as it pains me to say this I now believe Fenix is better for gameplay coding. It has several major things which I just wish that PB could have, such as meele, crouch, run energy, blood, compas, commands I wish were in PB (such as swapweapon) and quite a bit more... I have asked many times, and now I am just becoming a nuisance, to add some of these features, but Hockeykid is just much too busy with the merger to add them. I would do it for him, but there is no chance of getting a copy of the code (because it would not be fair and I am not trusted)

Quote: "you can't beat the features of Project Blue"


The ironic thing about this is that my game is now using an engine being made from scratch, not even a mod, because FPSC as a whole was not good enough

BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 21st Jun 2010 20:17 Edited at: 21st Jun 2010 20:17
Quote: "I would do it for him, but there is no chance of getting a copy of the code (because it would not be fair and I am not trusted)"


It has nothing to do with fairness. It's how you are going about it. It's how you did it before, and doing it again. If you feel Fenix better, that is your opinion. You, me, and hockeykid have been down this path before when it came to your code and having it placed into a mod. I'm afraid your options are limited- PB is out because it's commercial; I don't know if hockeykid will put it in Fenix (I could be wrong), but you need to ask him directly; and I know that it won't go into RPG mod. So all that leaves are any other mods that happen to still be actively developed.

Quote: "The ironic thing about this is that my game is now using an engine being made from scratch, not even a mod, because FPSC as a whole was not good enough "


Sorry to hear that. Best of luck then.

- BlackFox

A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 21st Jun 2010 22:32 Edited at: 21st Jun 2010 23:03
You've got the wrong end of the stick here!

Quote: "It has nothing to do with fairness."


I mean that it would not be fair to give me a copy of the source code and not give a copy to the other modders who are much more able to do this and probably deserve a copy of the code, by far more than i do, as well. And so in the spirit of equality I dont think I am anything special as far as trusted in this community or skilled in programming.

Quote: "It's how you are going about it."


I dont see how what I am saying is wrong. I think that Hockeykids generosity to this community has over taken his motives and his skill has produced a brilliant mod which he is giving away for free. I think its incredible that he is willing to spend so much time on something and just give it away for free. My argument is that even if you dont agree with Fenix being better then PB, it is pretty dam near close, and considering the difference in price, I would love to see paying customers receive a bit more for their money, but I would never want that to inconvenience Hockeykid (very little time has been spent on PB lately). Once he has completed his project with the migration and perhaps given an update or two to Fenix, I would love him to pay some time to PB and give it a will needed touch up

Quote: "Sorry to hear that. Best of luck then."


Still using the editor to get a basic shape and entities from FPSC though Im using the evolved Mapscape for the rest

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 22nd Jun 2010 09:35
Quote: "It has several major things which I just wish that PB could have, such as meele, crouch, run energy, blood, compas, commands I wish were in PB (such as swapweapon) and quite a bit more... "


*sigh*

We really do not have any imagination when it comes to scripting, do we?

Allow me to debunk this little statement of yours.

MeleƩ:
Weapon Scripting combined with target activation from weapon to enemy. Also combine with custom weapon animations to animate the weapon for the melee attack.

Crouch:
Don't even know why this is exactly listed... isn't crouch a feature of FPSC natively?

Run Energy:
"Stamina"/"Adrenaline"/"Run Energy"/<Random bar of energy for player> has been done before with Ply's Mod... v1.05. Why on earth would this not be achievable in PB?

Compass:
knxrb's compass is part of PB, same as it is part of Fenix Mod. Same feature, so do it the same way. Very simple.

Swap Weapon:
Chalk one up for Fenix Mod. I remember when I helped him implement that one. There have been ways of forcing a swap weapon in PB, but hockeykid wanted a single command to do it. Good on him.


So... 4/5 of the things you've listed (I won't count swap weapon) actually ARE achievable in PB... and very easily at that. I hope that list wasn't intended to be a reason for NOT using PB... it almost sounded like an ad for it.


Quote: "my game is now using an engine being made from scratch, not even a mod, because FPSC as a whole was not good enough"


Congratulations... so why are we here arguing about FPSC Mods being better than one another?


The one and only,


A r e n a s
16
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 22nd Jun 2010 11:20
Quote: "Congratulations... so why are we here arguing about FPSC Mods being better than one another?"


I do use FPSC now and again to make the odd map and I would love to see some few features in the engine

Quote: "MeleƩ:
Weapon Scripting combined with target activation from weapon to enemy. Also combine with custom weapon animations to animate the weapon for the melee attack."


I did this several versions of PB back. The damage just never interacted with the environment or the enemy without further scripting.

Quote: "Crouch:
Don't even know why this is exactly listed... isn't crouch a feature of FPSC natively? "


Disable and enable crouch.

Quote: "Run Energy:
"Stamina"/"Adrenaline"/"Run Energy"/<Random bar of energy for player> has been done before with Ply's Mod... v1.05. Why on earth would this not be achievable in PB?"


How would I stop the player from being able to run? I got the energy sorted out and everything like that Im sure if it can be done this will take up to atleast 10 lines of a script, where as the Fenix mod is much simpler to implement and uses 0 lines in a script.

Quote: "Compass:
knxrb's compass is part of PB, same as it is part of Fenix Mod. Same feature, so do it the same way. Very simple."


I take that back then

Quote: "Swap Weapon:
Chalk one up for Fenix Mod. I remember when I helped him implement that one. There have been ways of forcing a swap weapon in PB, but hockeykid wanted a single command to do it. Good on him. "


I do like this command I know there are several other weapon commands I'd like to see in PB Like setting weapon max and such. I could never figure out a way to do this in PB For Z-Mod I cant have the user go through masses of code to alter player directions because most of the people who use Z-Mod will be in-experienced coders who are looking for an easier way to complete a Nazi Zombie Tribute game. In that respect it is very quick and easy for the user to have Fenix commands because they are purely a single command which would otherwise take up several lines.

Some of these things may be possile in PB, but in Fenix it is just one command. And when you have a limit of 300 commands in a script, those few 10 lines which could be reduced are very important. I commonly use entire scripts, because I have problems linking them to other scripts because of the very strange functioning of PB (setuplavel.fpi is the only script which responds in real-time for me, the others take a few seconds to respond and when dealing with health and energy and such you need an instant response).

I think we better stop now with this conversation. I dont want the mods to mod anybody because this is starting to look like a bit more then a disagreement If the mods feel like this is the way this thread is going then please lock it

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 22nd Jun 2010 22:23
Quote: "Disable and enable crouch."


Ah, okay, I see what you mean now. Well, in PB you can change the key configuration during runtime through scripts, so technically you can turn off ANY of the main keys (such as crouch) and back on, at will.

Quote: "How would I stop the player from being able to run? I got the energy sorted out and everything like that Im sure if it can be done this will take up to atleast 10 lines of a script, where as the Fenix mod is much simpler to implement and uses 0 lines in a script."


See previous note on disabling things. You could go a step further and decrease the player's walking speed if they're tired, though. But really... how is a 10 line script so complicated? I'll get to my main point in a lil' bit.

Quote: "Like setting weapon max and such."


You mean "SetMaxWeapSlot"? That sets the maximum weapon slot that the player can use. I know what you're trying to get at here, though.

Quote: "setuplavel.fpi is the only script which responds in real-time for me, the others take a few seconds to respond and when dealing with health and energy and such you need an instant response)."


This is an inherent thing in FPSC, not in PB explicitly. Set the entity you're applying the script to as "Always Active". That will make it run it's script every single frame, which will have it respond just as fast.


Now, for the real points here:
Quote: "For Z-Mod I cant have the user go through masses of code to alter player directions because most of the people who use Z-Mod will be in-experienced coders who are looking for an easier way to complete a Nazi Zombie Tribute game. In that respect it is very quick and easy for the user to have Fenix commands because they are purely a single command which would otherwise take up several lines."


You're not wanting an FPS creator... you're wanting a Nazi-Zombie Creator. And you want it to be as easy to change as possible, without coding. That's what I'm getting out of all this.
You would be better off not using FPSC at all, and instead make your own engine. Then you can ensure that everything you want to be possible, is possible.... and figure out a way to let people do that without coding/scripting/doing something mildly confusing that they might not understand.

Good luck with that.


The one and only,


Login to post a reply

Server time is: 2024-11-24 21:17:47
Your offset time is: 2024-11-24 21:17:47