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Rocky
15
Years of Service
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Joined: 28th Feb 2009
Location:
Posted: 27th Oct 2010 07:18
Hey, is it possible to have upgrades, say you have $5000 you can buy an upgrade to increase your accuracy by a certain ammount?

Any help appreciated, thanks.
zerocool126
14
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Joined: 8th Jan 2010
Location: usa
Posted: 28th Oct 2010 05:35
it might be with some scripting know how fpsc is a tool to make things easyr for you but you still need to figure stuff out for ur self in a way it only does the basic stuff the rest is for you to learn to to that is the point of fpsc is a blank picture and you turn that picture into a work art if that ansers your ?
Vent
FPSC Master
15
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Joined: 3rd Apr 2009
Location: BC
Posted: 28th Oct 2010 05:55
It could be done with Project Blue I believe, not sure about Project Green.

http://forum.thegamecreators.com/?m=forum_view&t=154811&b=24

Something like this?

I can't help you anymore though, as I am not a scripter.

zerocool126
14
Years of Service
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Joined: 8th Jan 2010
Location: usa
Posted: 30th Oct 2010 07:52
project blue cost money look into the free mods there all over the place in here rpg mod might be the anser ur looking for it has an inventory screen and other rpg eliments in it.
the hacker man zerocool126
zerocool126
14
Years of Service
User Offline
Joined: 8th Jan 2010
Location: usa
Posted: 30th Oct 2010 07:59
looked at some mods for you and the rpg mods is the best were going to find look here

http://forum.thegamecreators.com/?m=forum_view&t=154325&b=21

hope this helps you
zerocool126 peace
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 30th Oct 2010 08:31
This can very easily be accomplished with PB. It has a nice and simple "plraccmult" command which modifies the player's accuracy by a percentage.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Flatlander
FPSC Tool Maker
17
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 30th Oct 2010 10:55
@zerocool126

Thanks for the plug.

However, a better thread (the current official thread) would be:

http://forum.thegamecreators.com/?m=forum_view&t=168200&b=21

RPG Mod has a command called rpg_playershootaccuracy=X where x is also a multiplier as in PB. That seemed to be the best way to do it. The default of course is 1.0. However, I find that it is a little flakey because the accuracy really isn't very dramatic. I found that if you start out with a value less than 1.0 you can make the player not able to hit the side of a barn and in this way you can reward the player better accuracy as the player gains more experience.

I don't know, maybe I missed something in modifying this and it's very possible Ply's code is better. If "plraccmult" is in project green then you can get that one free. You can then compare the two. However, I don't think PG is integrated into v117 like PB.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 30th Oct 2010 23:05
Quote: "I don't know, maybe I missed something in modifying this and it's very possible Ply's code is better. If "plraccmult" is in project green then you can get that one free. You can then compare the two. However, I don't think PG is integrated into v117 like PB."


Well, there's not much to a multiplier, really. Chances are our code is the same, or very close to it. However, in PB (and in PG) I have redone the accuracy system entirely. Not only did I ditch Lee's method of aiming (the box of bullets created) but I ditched airmod's accuracy system as well (the grid of bullets created) and made a smooth conical shape that expands the further away the player is from what is being hit. It's far more realistic than the other systems I have seen (for the record, though, I haven't tried RPGMod, so you might have changed the accuracy system in there as well, and I didn't know about it)

Also, "plraccmult" is not in PG. PG had some commands removed that aided in the more desired features, that command being one of them.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Flatlander
FPSC Tool Maker
17
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 30th Oct 2010 23:18
Quote: "I have redone the accuracy system entirely"


I didn't go that far. I probably won't either. My mod emphasizes RPG rather than the shooter side. But that certainly explains why it's flaky. So, if you need a good accuracy feature, it sound like PB has it. I'm not downplaying my mod, it is the only way to get great RPG out of FPSC.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 31st Oct 2010 05:30
Quote: "I'm not downplaying my mod, it is the only way to get great RPG out of FPSC."


I wouldn't say the only way, but your mod certainly makes it much easier! I think if an RPG is what someone's after, they can do it with PB, but could also do so with a lot less scripting using your mod.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.

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