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FPSC Classic Scripts / Interactive Environment

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Gencheff
14
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 14th Jul 2010 00:28
So I had this thought last night while playing a sniper game on my ipod.You notice how fps creator games aren't really that interactive.I mean you go through rooms shooting stuff up.Sometimes theres quests involved , but they're pretty generic.

You'll ask why did I mention the sniper game?Well,in that game you had to find your enemy among a group of people.So it hit me...Why not make walking scripts for entities (humans(or zombies lol)-like a city),so it looks more realistic.

Make the player interact with the crowd..let him find his target,not just hand it to him like : "HQ : Uhh.. you got to get to some room somewhere and kill him.he's there!"

Why not make civillian casualty penalties as well...like in the destroy script of a civillian increase the value of a globalvar which hold the number of casualties and if the player gets more than say 3 , he loses.

It won't be too hard to make.I already started on the first walking script.It does not include a destroy and spawn function , because im still testing it.



I'd be glad if you share your thoughts on this
Nilloc
15
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Joined: 14th Nov 2009
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Posted: 14th Jul 2010 00:48
Thats going to be sweet good luck

Who da man?!
Gencheff
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 14th Jul 2010 00:50
Thank you.I already made the casualty system and some walking scripts.Will post them tommorow,because it's 1 AM.
Gencheff
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 14th Jul 2010 13:30 Edited at: 14th Jul 2010 17:51
Well after some testing . 2 walking scripts and the casualty system are done.

Instructions : casualty system
1.Place a dynamic light somewhere on the level and set its main script to this



It sets a global variable Casualties and stores the number of killed civillians and updates via their destroy scripts.then checks if you have killed an x number of them and "fails your mission"

The destroy script for the civillians (+ragdolls for 1.17) is this :

- Pretty simple.

Then come the patrolling scripts (or walking people)

Simple walking foreward and back :



You can change the time for each movement to suit your needs.

Then is a crossing script and waiting intended for 5 segment crossing , but can be changed easily.



The crossing script is not finished and has some bugs!

I'm also thinking of making some scared people.If the player has a drawn gun and is within x distance of them to start running in panic.But all of that later


--------------------------------- UPDATE --------------------------

First experiment with raycast.Entity Crosses a street , stops and turns around , stays on sidewalk (+lookout)

DarkJames
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Joined: 11th Aug 2009
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Posted: 14th Jul 2010 18:01
Can you add me,

octavio9mm@hotmail.com

-James
Gencheff
14
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 14th Jul 2010 18:16
I did..i think..
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 15th Jul 2010 05:22
Lol, you used a string for the globalvar. It's not supposed to work like that, but really I think it just converts your string into a value and uses that instead. Just a heads up, sometimes different strings WILL equate to the same value and you'll start having variable problems.


Good luck with this system.


The one and only,


Gencheff
14
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 15th Jul 2010 12:39
Lol,I guess what you see isn't always what you get...I know , but it works for now.I am aware that there will be interference,but really this is just for testing right now.I'm screwing around with raycast and I'm having some problems with it, so this might take some time...

Anyways,thanks for the heads up,I'll look into it and make it better later on.
The Nerevar
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 15th Jul 2010 21:28
this is awsome!

I'd have to say........ The Game Creators can make dreams come true.

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