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FPSC Classic Scripts / Script question about gunspec

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Shakleford
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Posted: 26th Jul 2010 02:23
Can the stuff in the gunspec file like "fireate=x" be used in fpi. scripts

My name is Shakleford, Rusty Shakleford, I refuse to speak without my attorny present. I am Mr. Shaklefords attorny Rusty Shakleford, my client pleads insanity.
Plystire
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Posted: 26th Jul 2010 02:56
No, they cannot.

However, using PB, I remember there being a command to change them on the fly through scripting.


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Shakleford
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Posted: 26th Jul 2010 03:02
Just the guy i needed. I just bought this about 3 weeks ago...buti had learned some stuff about with fpsfree, buti never tried any scipting. So i read your tutorial but have been changing alot of things in other scripts with really helps me. I hope you dont mind im modifying yur script. I dont plan on releasing a game any time soon and i wont release it to anyone. But where can i find a list of the commands and actions for Project Blue

My name is Shakleford, Rusty Shakleford, I refuse to speak without my attorny present. I am Mr. Shaklefords attorny Rusty Shakleford, my client pleads insanity.
Plystire
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Posted: 28th Jul 2010 05:05 Edited at: 28th Jul 2010 05:08
I don't mind you altering any of my scripts. Feel free to use them any way you want to. They're out there for people to use and learn from after all.


If you bought PB, it should have come with a manual, which contains (more or less) all of the actions and conditions found in PB (not including stock scripting commands, which can be found in the regular FPSC manual).

I think the action you're wanting, and the one I mentioned in my last post is called "setgunspecoption". Not sure if it's in the manual or not, but it's a highly untested command. Feel free to experiment with it, as the worst that could happen is FPSC will crash, I promise it won't do any irreversable damage to anything. Just remember to save your level before running the test game.


Here's an example of how it's used:


basically what the small script does is it will change your current weapon's "damagetype" gunspec option to the value of 2, which I think is a shotgun type damage (causes knockback).

[EDIT]
Here's an example of how to use it for options that need TWO parameters:


That will (read as "should") change the idle animation frames to 50,65
[/EDIT]

You can use virtually ANY gunspec option with this command. I had it set up to accept all of the stock, airmod, and PB gunspec options but couldn't ever really test them all out.

One BIG NOTE for using this command... don't try to change a gunspec option that needs to load something... so changing the flak to another flak model will most likely not work, since this command does NOT load additional media the new flak model will not load into memory and the flak being used by the weapon will not change. For something like that, you'd be better off making two different weapons, one using the normal flak and one using the new flak, then swap between them via a script.
The same thing applies to any gunspec option that requires media path and for that media to be loaded, such as muzzleflash, sparkflash, chardecal, nonchardecal, smokedecal, altflak, etc.


Hope that was informative enough to help you (and anyone else watching) get the command working without problems.


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Shadowtroid
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Posted: 28th Jul 2010 21:41
@Ply

WHY DO I NEVER HEAR OF THESE

This could have so many uses.

You're pretty bad at documenting commands aren't you?

Plystire
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Posted: 29th Jul 2010 03:51
You know what's funny? I had forgotten all about it and accidentally stumbled on it the other day when browsing through the source for something completely unrelated.


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Shadowtroid
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Posted: 29th Jul 2010 04:51
Man, Ply...Is programming that east for you? You just go "oh here's an idea" an implement it so quickly you forget you even do it?

If I ever made a mod I would have to had worked on it so long that I would have memorized everything I added.

Plystire
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Posted: 29th Jul 2010 07:32 Edited at: 29th Jul 2010 07:35
Well, PB was... a couple years in the making, man. After a couple years, putting things in just gets to be a routine thing, so not everything I put in is going to stick with me.

Many times I'm trying to make something happen in FPSC, and I go "Hey, I bet if I made this command, it would make doing this much easier!" I go put it in, finish up what I was doing, and that was that. Normally, those instances mean that command won't be making it into the manual unless I do a full count-down of the commands listed in the source.

FYI, setgunspecoption was not created through me wanting to do something in FPSC. It was one of those "I bet someone might appreciate this" things, and sadly never got put into the manual and no one was able to appreciate it!
Maybe you can bring up this command when people ask about these things, so as to spread the news around about it a bit more.
Heck, I bet Errant would definitely like this command!


Speaking of making things easier... this command might make the spacesuit remote a bit easier scripting wise.


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Shadowtroid
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Posted: 29th Jul 2010 12:57
I think I will spread the word, along with the list of other undocumented commands. Maybe I should make a list of undocumented commands? That would make life easy.

Quote: "It was one of those "I bet someone might appreciate this" things, and sadly never got put into the manual and no one was able to appreciate it!"


Ha!

Quote: "Heck, I bet Errant would definitely like this command!"


Oh you know it. Probably can be used to not have to override the current weapon anims with run anims. That would be convenient, and more accurate then just :sprinting=1:custanimgun=1.

Plystire
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Posted: 29th Jul 2010 17:37
Very true with the sprinting animation! That's a great use for it!

However, it wouldn't be "sprinting=1" it would be "plrusingrun=1"


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Shadowtroid
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Posted: 30th Jul 2010 01:42 Edited at: 30th Jul 2010 01:44
Quote: "However, it wouldn't be "sprinting=1" it would be "plrusingrun=1" "


Whatever

But yeah, that way you wouldn't have to have it manually switch over to custom anims while you run and having to constantly check. This way we can easily have running run, (as in moving, or not shooting) shooting, reload, and putaway anims while running. All for that extra touch of realism...Minus a lot of the extra work.

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