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FPSC Classic Scripts / Necromancer?

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old_School
15
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Posted: 21st Dec 2010 20:53
Just wondering if this is possiable. A Weapon/spell that would raise a enity(skeleton) to fight for you. Basicly attack anything that attacks you. Im sure it could be done. Just wondering though.
zeza
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Posted: 21st Dec 2010 21:42
Its totally possible, you just have the entity in the fell down position, animation 11 I think, then check for shot with shotbyweap=x, then run the normal dark ai appear script

I'd change the world, but I don't have the source code
R.I.P. heltor, we will miss you
Silvester
18
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Location: Netherlands
Posted: 21st Dec 2010 21:43 Edited at: 21st Dec 2010 21:44
It can be done, with some clever scripting here and there.. But it might be a bit tricky..

Have a scripted weapon, and set an entity somewhere on your map you want to be able to raise a skeleton from.. And, well let the weapon trigger the skeleton to spawn at that location, and use Dark AI Ally modes to get it to attack your enemies. I suppose that's the gist of it anyways.

Note that I'm merely theory crafting here, I have little to none scripting experience so all I can do is give out some basic ideas.

EDIT : Or the above method, which seems a lot simpler.

old_School
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Posted: 22nd Dec 2010 01:52
What about setting it to spawn at the "casters" x,y,z cords? Wouldn't that be better then basicly using a trigger method?
Silvester
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Posted: 22nd Dec 2010 11:19
I don't believe you can spawn AI characters at the player's coordinates through scripting.

OutdoorGamer
14
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Location: everywhere...
Posted: 22nd Dec 2010 14:13
Zeza's way would be the simplest. Just simply have him in animation 11. Then add on to the script when say you pass the skeleton it makes the next animation to get up and fight true. Then from their just set the ally script and you should be good to go.

signatures are dumb.....
idk why....
Plystire
21
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Location: Staring into the digital ether
Posted: 23rd Dec 2010 05:21
Using PB you can alter the entity's exact coordinates with the internal variable system. The entity's coords are int he variables $EPX, $EPY, and $EPZ

If you set up a skeleton spawner in your level (out of sight), you can trigger that spawner to spawn a SINGLE skeleton, then in that skeleton's Appear AI script have it reposition itself in front of the player. It'll be tricky... but I think that should do it.


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.
Sandante
16
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Location: Dark World
Posted: 30th Dec 2010 12:17
sorry for the bump guys but i realy need to know how this works.
i want to raise Dante with EAI hands. i understand the AI part but not how to do the scripting part.

Quote: "animation 11 I think, then check for shot with shotbyweap=x"


can someone help me with his please. if this process takes alot of time i am willing to pay for this. also there are 2 things extra i want

1) you can only raise Dante once in level.
2) camshake if possible when rasing Dante.

Plystire
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Posted: 31st Dec 2010 01:31
Well, only being able to spawn a single dante per level would make the setup a tad easier, but the script remains, for the most part, the same.

I think you should take the time to learn scripting, and if you can make an honest attempt at it, I'm willing to help you out with any troubles you have along the way.
Try to write the script yourself, and come back when you're not sure what to do, or if something's going wrong. Post your script here and we can help meld it into something functional.

That being said, the way I see this working, it would require weapon scripts, which seem to be bugged at the moment in PB. It may have to wait until those are fixed.
Unless someone else has an idea of how it could work without using weapon scripts, that is.


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.
old_School
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Posted: 31st Dec 2010 01:37
No I think a weapon script would be the way to go. Id recomend a weapon script simular to EAI's spell system. I mean it kinda makes sense. Summoning would be considered a spell. Plus he has some basic functions on the script allready that might be useful for your own neco script. Id write the script but Im still trying to figure out this multi player sound thing. Driving me nuts. I hate it when u get something to work then you break it lol Owell, Ill work on a necro script sometime, but I dont think Ill post it. Peps be complaining about me posting stuff and im never 100% on any of my findings, just know what works.
Sandante
16
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Location: Dark World
Posted: 31st Dec 2010 01:43
Thank you for the reply plystire. about learning scripting i have tried it a couple of times. but still not understand it. well maybe time to try it again.

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