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FPSC Classic Scripts / Body armour with wasp mod

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rafale42
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Posted: 5th Jan 2011 13:24
Hi
In the WASP mod , a scrit is "bodyarmour" , and it's perfect for my game , but how the player activate the armour? It's not tell in the manual of WASP.....and the same question for the radar, there's a script too...
mentored1
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Location: Rhode Island, USA
Posted: 5th Jan 2011 19:00
Hello Rafale,

I think it's in the manual. I can't be certain, as I haven't integrated it into my games yet, but there's a few sections in the manual that describe it:

"To activate the radar, you'll need to run the setupradar.fpi from
the WASP mod script folder. Once set up, it's all ready to go, but
remains invisible until turned on. The radar uses the file and path
specified in the setupradar.fpi to show characters."


I'm guessing you can put it into a trigger zone to initialize it.

"Radar=x where x=1 will turn the radar on, x=0 will turn it off.
Remember the radar will need to be set up first.
Radarshowfacing=x, where if x=1 then the radar blip will be
rotated to show it's direction of facing."


Maybe setup a trigger zone with setupradar.fpi and another with radar=1 and/or radarshowfacing=1? Or you can tweak the scripts and run all of them from one trigger zone.

"Armon = x 1=Turn on body armour, 0=No body armour, damage
is deducted from armour before health.
SetArmx=x, X cord of the armour display
SetArmy=x, Y cord of the armour display
SetArm=x, Sets body armour value to X
ArmInc=X, add X to your current body armour
ArmDec=X, subtract X from your current armour."


Maybe use another initial trigger zone set to armon=1 or just put that in a script when the player picks up a suit of armor. The trigger zone might work better, as you can also specify the setarmx and setarmy parameters at the same time.


I don't know if that was any help. I'm digging into scripting right now, but I haven't integrated this stuff yet. I like the Wasp mod, though. Good stuff! The Compass is indispensable.

"We believe whatever we want to believe."
-Demosthenes
rafale42
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Posted: 5th Jan 2011 19:49
I know it's in the manual,but my english is.....not the best and i can't translate all the manual and with the translator the translation is bad,very(Yeah i'm not english)
So...
But thanks i'm going to try the translation with a dictionary
rafale42
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Posted: 5th Jan 2011 20:20 Edited at: 5th Jan 2011 21:24
Thanks the armour is ok.It's showed by a "100%" on the hud
But i don't arrive to have the radar
mentored1
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Location: Rhode Island, USA
Posted: 6th Jan 2011 06:37
Ahhh... I wish I had better linguistic skills, then!

When I finally get around to putting the radar in my games, I'll see if I can send you some basic instructions or an fpi file. No promises on the time frame, though.

Best of luck, amigo!

"We believe whatever we want to believe."
-Demosthenes
Scene Commander
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Posted: 6th Jan 2011 11:02
Hi,

Sorry, I've only just seen this - if you need a faster response, it might be better to post in the WASP thread.

There is a script called setupradar.fpi, simply attach this to a trigger zone.

You can alter the radar position by changing the hudx,hudy values in the script. There will be an improved version in the radar in next release.

http://jimjamsgames.yolasite.com
rafale42
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Posted: 6th Jan 2011 13:09
@mentored1
don't worry I take out there
Thanks No problems I can wait

@Scene Commander
Thanks but I try, I put a trigger zone with setupradar but That made nothing in the game
Scene Commander
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Posted: 6th Jan 2011 13:32 Edited at: 6th Jan 2011 13:32
Quote: "Thanks but I try, I put a trigger zone with setupradar but That made nothing in the game "


Have you copied the blip.png to your hud folder? The whole radar has been updated for the next release due in about a week.

http://jimjamsgames.yolasite.com
rafale42
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Posted: 6th Jan 2011 18:12
Yes, It's in gamecore->hud

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