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FPSC Classic Scripts / New Community Mega Model Pack.....Can you Help?

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Cosmic Prophet
16
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Joined: 17th Mar 2008
Location: The Cosmos
Posted: 11th Jul 2010 21:41 Edited at: 11th Jul 2010 21:42
Hi all, For those who don't know already, We've got a huge "Community model pack" in the works over on the "Models and Media" board.

This is a "community pack", so all are welcome, and encouraged to join in. All contributers will be given credit for they're work.


To any scripters who would like to contribute....

If you have any cool ideas for this project, but need models to realize your creation. Drop me a line. I'll provide all the models you need to make it work.

One idea I've been playing around with is an Airlock/ Decontamination chamber. Again, a fully interactive, or even automatic system to simulate a working airlock. Complete with animated switches,cycling doors, spawning atmosphere(steam), and dynamic lighting, etc.

So, if you would like to get your hands on some free models for your scifi projects, give me a shout while this community project is still going.

Hope to hear from some of you.

Check the thread out here:

http://forum.thegamecreators.com/?m=forum_view&t=171138&b=24


Thanks, your pal, The Cosmic Prophet.

I've developed a new philosophy... I only dread one day at a time.
Shadowtroid
14
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Joined: 23rd Dec 2009
Location: nope
Posted: 11th Jul 2010 22:49
That would be great, except I have no ideas ATM...

Imagination: ===|------------------

If I ever think of anything though, I will send you an email.

zeza
16
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Joined: 27th Jun 2008
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Posted: 12th Jul 2010 00:17
I'd be happy to help with any scripting you or anyone else needs for the pack.

I'd change the world, but I don't have the source code
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Jul 2010 09:34
@Cosmic Prophet:

I'm a fan of your scifi packs. They were very well done and I had always wished that there were some equally awesome scifi weapons to go with them.

Nothing gets my imagination going quite like a nice hefty BFG9000 remake, or even dual raptor laser pistols!

If you wouldn't mind going into the scifi weapons department, I would love to see them "support" certain Mod features. Things like dual-wielding animations, ironsights, etc. as well as some custom animations that aren't used explicitly at all (an example would be the rock, paper, scissors animations EAI did for his spellcasting hands) which could be incorporated into some form of script to provide extra functionality for that particular weapon.

Of course, I'm not sure you want to spend any extra time working on things that would only be supported in a Mod (namely, PB for weapon scripting), but I'm sure the users of that Mod would be very much appreciative for the attention.

If any of that sounds like something you'd like to go into, I'd be willing to jump on and provide some scripts for them.



The one and only,


The Nerevar
14
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 13th Jul 2010 19:38
I'll try...

I'd have to say........ The Game Creators can make dreams come true.
Shadowtroid
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Joined: 23rd Dec 2009
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Posted: 13th Jul 2010 22:23
I WOULD LOVE TO SCRIPT WEAPONS FOR YOU COSMIC PROPHET!!!

Of course I'm not too good at it.

You know, Ply, if you have a "default" weapon script (as in it acts the same exact way as a regular weapon) then I could help more.

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 14th Jul 2010 13:26
I had made one... not sure where it is, but I know it's not a very big script.

Basically just script the "fire weapon when clicked" and any kind of zooming needed.

I made a better default script that forced a zoomout when reloading as well as other things, but... that's just me.


If you want, you can hit me up with an email if you're having troubles making one. Ask away and I'll try my best to answer back.


The one and only,


Cosmic Prophet
16
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Joined: 17th Mar 2008
Location: The Cosmos
Posted: 14th Jul 2010 19:31 Edited at: 14th Jul 2010 19:35
Plystire: I promised you that I would design some weapons a while back when I was doing one of my earlier sci-fi packs. So, "Yes". I will design and build some new weapons this time around.

Unfortunately, Due to some minor financial obligations ( I'm saving up to get moved into a new home down south) I have'nt been able to get project blue, and dont really know that much about it. But it is in my "Must have" list.

I will build the new guns, get them rigged, etc. But I'll need somebody else to set them up with the PB features.

I've developed a new philosophy... I only dread one day at a time.
Plystire
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Joined: 18th Feb 2003
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Posted: 15th Jul 2010 05:26
Well, if you can rig and animate them, I can hook you up with the list of required animations for it to work in PB. Maybe one of these days I'll write a small application that'll guide people through the necessities behind a fully PB enabled weapon, and create the appropriate gunspec for it.

I've always wanted a "Do-all PWN-all" scifi weapon.


The one and only,


Plystire
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Posted: 15th Jul 2010 14:46 Edited at: 15th Jul 2010 14:50
@Shadowtroid:

Here's my default weapon script, if you're still in need of one:


The zoom control shouldn't function if the weapon is not set up to zoom, so no worries there.

Here's the difference between stock control and the control the script provides:
- If reloading when zoomed, the scripts forces a zoom-out, then zooms back in automatically once finished reloading.
- Zoom is NOT right-click, it is "Z" instead
- Zoom may be engaged when dual-wielding

Something to make a note of here:
Notice that I check for "mouseclick=3". This checks for if BOTH mouse buttons are held down. If you do not perform this check then the weapon will ONLY fire if only the one button is pressed. It's necessary to make sure the weapon is able to fire when both buttons are held down (especially for dual-wielding).

You can change it to stock behavior on your own. You're good enough at scripting that I'm sure you can figure it out from this example.

Be forewarned... the weapon is not an entity. It cannot "moveto" something. Attempting to utilize commands that weapons are not meant to use will more than likely cause problems or a crash. However, weapons are capable of having a "target", so feel free to use those when needed. The "settargetreticle" command is particularly effective with weapons, since the weapon relies upon the reticle for firing anyway.


The one and only,


Shadowtroid
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Posted: 17th Jul 2010 01:39 Edited at: 17th Jul 2010 01:41
Thanks ply!

Quote: "mouseclick=3"


I have to remember that for dual wielding, as usually holding down both makes it not work.

Quote: "You're good enough at scripting that I'm sure you can figure it out from this example. "


This comment made me happy coming from you Ply.

Quote: "Be forewarned... the weapon is not an entity."


Yeah, I've scripted weapons a bit so I know how it generally works. Didn't go well (remember the gravity gun?) but still I learned quite a bit.

Plystire
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Posted: 17th Jul 2010 05:00
Also, the weapons do have access to their own timer using "etimer". So feel free to use that one too.


The one and only,


BlackFox
FPSC Master
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Posted: 17th Jul 2010 06:28
Quote: "Also, the weapons do have access to their own timer using "etimer"."


Is that for all weapons or just specific ones?

- BlackFox

Plystire
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Posted: 17th Jul 2010 14:35
All weapons.


The one and only,


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