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FPSC Classic Scripts / Need explanation to: Several Waypoint Commands (+ darkai) & animate issue

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Netsky
13
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Joined: 19th Jan 2011
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Posted: 24th Jan 2011 09:33
Hello there,

I was editing and rewriting some scripts when I stumbled upon a few commands which effects or lets say "what exactly are they doing?" are not fully known to me.

As the title suggests the first part will be about waypoints, a rather simple topic, but still confusing.
I get my character running circles as intended and he stops in order to attack those bad guys. When shot, noise heard his next action will be: aistop, waypointstop, state=...
now my little virtual friend is engaging the evil guys, however after he finished them off, I would like him to start following waypoints again.
And he is my problem:
what is waypointstate=999 for? Is it that what I need, or how should I set my conditions my charater starts following waypoints again only if there is no more enemies around (is aihastarget=0 when his target dies?)

Then I would need a quick heads up about when my guy starts walking down the waypoints, why do some get stuck in their animation? They a gliding over the floor, while an other character is moving fine? Is there anything do to?
When I collide with the gliding guy, his animation starts and is working fine.

cheers, any help appreciated
Netsky
Anigma
13
Years of Service
User Offline
Joined: 25th Mar 2011
Location:
Posted: 28th Mar 2011 09:05
Not sure if this is the *correct way* to accomplish this, but this is what I did to achieve the same thing in my game today.

First, I took the existing people\follow.fpi script and created a new script named darkai_follow:



Then I saved off a copy of main_weapon.fpi (renamed to modify_weapon_pjs.fpi) - my initials lol - and modified this line:



to this:



The darkai_follow script goes in your ally's main slot, and the modified main_weapon goes in the shoot slot. I used appear-ally-team1.fpi in the appear slot. Net result: The guys follow waypoints (without looking like they are on ice skates, lol) until they come across a bad guy, then they shoot it out with them until the fight is over and I walk up close enough to them (sort of like a regroup after the skirmish has ended) and then they resume cruising along the waypoints. Works great if you're making a tactical SWAT game like I am. There's still some bugs (sometimes the guys do the moonwalk in reverse - feet going backward while they go forward - I think I know how to fix that tho), and I want to add some more stuff (like autorecruit ally and some custom sounds when they encounter an enemy, need help, etc) but I'm waiting to see what scripts come with MP53 before I do too much work on the scripting since those are the models I'll be using and Errant may have already figured most of that out for me .

Hope that helps! Any ???'s let me know. I'm a bit of a noob when it comes to fpi scripting but I'm catching on...

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