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FPSC Classic Scripts / Hello There

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Mr McT
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Joined: 17th Jul 2010
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Posted: 23rd Mar 2011 00:29
I have a few scripts to ask about.

The first is about animation. Now i will animate the Hand models answering a phone (sort of like FarCry 2) but i want to know how to implement that into the game through scripting (possible the player will need to press a key to answer it for added interactivity).

The second is about story specific animation (a real-time cutscene basically). Again, i would make the animations and things and i have a basic idea of what to script for that, but not fully. I also want the player to animate in first person (possibly attach a camera to the players* head (* = Animated model that will stand in for the player) in basic terms, i want it to look like he is looking around like it's through his eyes and picking things up from a table (it will be a picture of a girl he is being haunted by that he will pick up)

The third is basically a wave of enemies that stops after the reaches a certain point.

Fourth is a script to unlock a door after an audio file has finished playing (the player is being guided by a voice nlock the door for you" and then after the audio has ended i want the door to unlock as i don't want the player glitching out the gfrom monitors throughout the game. The voice will say "i'll uame)

Fifth would be adding shake effects, strange vision etc to the players view (as he is suffering from amnesia and is in pain as he remembers things)

Sixth is adding thing like letters, text messages, photos etc to the hud until you press esc (if it was a letter being picked up, the i want the letter to disappear) and maybe if tere is a way for a video to play on a in-game (like a News Report on a TV or something)

Thanks in advance guys
Sakotius
BlackFox
FPSC Master
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Posted: 23rd Mar 2011 06:13 Edited at: 23rd Mar 2011 22:13
I'm not too sure about the animation questions. Perhaps someone with that experience could answer. As far as the door unlocking after the sound, it can be done via the script. Same with the wave of enemies, the huds appearing, etc. All that is done via the current scripting methods. You may find some of what you seek in the Official Community Guide.

- BlackFox

The function of good software is to make the complex appear to be simple.
Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 23rd Mar 2011 07:28
@M'M'T'

Dude I think you're asking way too many questions for a single thread. I think you will get can more and better answers if you split this thread up into individual questions and create a specific thread for each.

Not only will make the thread easier to understand, it'll have people who search for these problems on the forum in the future.

[url="http://raptr.com/No_Turn_Right?src=em_forum"][/url]
Mr McT
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Posted: 23rd Mar 2011 17:39
I am sorry if my username has offended people, Tell me how and i shall change it at once

@Ched80
I'll keep this thread for another couple of days and if I get no results, I shall create multiple threads (would have thought that was spamming though, that's why I did this)

@BlackFox
I will take a gander over there. Thanks

@F l a t l a n d e r
You have a right to your argument, and I will see it is resolved, but as for the comment directed at BlueFox, I would say my Username is far less offensive than that. I suggest you re-evaluate your methods of combating your dis-agreements because that was absurdly in-appropriate
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 23rd Mar 2011 23:17 Edited at: 23rd Mar 2011 23:25
Thank you for changing your handle, Mr McT; and thanks mods for cleaning this up. As for your questions, I'll take a look.

Animation

Quote: "The first is about animation. Now i will animate the Hand models answering a phone (sort of like FarCry 2) but i want to know how to implement that into the game through scripting (possible the player will need to press a key to answer it for added interactivity).
"


Are you modeling and animating a hand yourself? If so then this has to be modeled as a weapon. You can make it right or left handed. Then you need to create the animation that will simulate the hand reaching for a phone and then picking it up. However, how will you actually be able to pick up the phone. I don't see how you will be able to have the phone within the hand at that point.

nbt, had made a arm/hand that would unscrew something. Here is the video of that:



All of the hand movements are as if they were "gun" movements that are found within the "gunspec."

So, as you see this is complex and for people like myself, I can't do it. I am very grateful to nbt for his willingness to make this for me.

Addendum:

I hadn't read through all your questions. They are complex for sure. Except with Conjured Entertainment, he's the real resident expert on scripting.

I would suggest you create separate threads for each of the questions and be sure and use a descriptive subject title. I'm not yelling just emphasizing. The title can be fairly long. I'm not sure that anyone would reach the limit if there is one.



Terry
Flatlander
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Location: The Flatlands
Posted: 23rd Mar 2011 23:34
Quote: "attach a camera to the players* head"


The camera is already basically attached to the players head. Probably lower. I'm not sure what it is you're after on that. So, the player is already in first person. You just can't see the legs of the player or the hands unless modeled and animated as discussed above.

Other than that, you cannot attach a second camera to another entity unless you use Project Blue.

You probably already know how to do a cut scene but if not:

please check the manual within the FPS Creator sub directory or subfolder named DOCS , item 5.4.5 on page 24 - STORY MARKER.

Now about the subtitles of the your cutscene, you'll have to put them (subtitles) into a good video editor of your choice.

Also, you may want to use the video editor to make your subtitles or another subtitle creator software as well.



Terry
Flatlander
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Posted: 23rd Mar 2011 23:37
Quote: "The third is basically a wave of enemies that stops after the reaches a certain point."


This is truly a script question.

How do you want them to stop exactly? Die, disappear, stand still?



Terry
Flatlander
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Posted: 24th Mar 2011 00:32
Quote: "Fourth is a script to unlock a door after an audio file has finished playing (the player is being guided by a voice nlock the door for you" and then after the audio has ended i want the door to unlock as i don't want the player glitching out the gfrom monitors throughout the game. The voice will say "i'll uame)"


I believe this is possible because there is a command in v118 -- might also be in v117 -- that will check the condition of when the sound is finished. However, I'm not exactly sure how to use this yet. Once you detect that the sound has stopped then you activate the remote door.

I know, I have not exactly given you the actual script but I just would like you to think about it first.



Terry
Flatlander
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Posted: 24th Mar 2011 00:37 Edited at: 24th Mar 2011 00:55
Quote: "Fifth would be adding shake effects, strange vision etc to the players view (as he is suffering from amnesia and is in pain as he remembers things)"


There is a command called: camshake=

It is a "real" value so decimal points can be used. You have to experiment with the value used.

Maybe Blackfox can help you more with question #6.



Terry
Mr McT
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Posted: 24th Mar 2011 02:01
@F l a t l a n d e r
Thank you
This should help me to bulk up my project
Mr McT
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Posted: 24th Mar 2011 02:05
@F l a t l a n d e r
Sorry for the vague description of question 3. I mean as in time. The player will be waiting for an elevator and has to defend himself against a horde of mental patients
Flatlander
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Posted: 24th Mar 2011 17:55 Edited at: 24th Mar 2011 17:58
Quote: "I mean as in time. The player will be waiting for an elevator and has to defend himself against a horde of mental patients"


Put a trigger zone in front of the eleveator. When player enters TZ, it will set off a timer.

:state=0,plrwithinzone=1:timerstart,state=1
(etimerstart can also be used)

determine the amount of time 1000 = 1 second

:state=1,timergreater=3000:activateifused=1
(etimergreater can also be used and only if "etimerstart" was used)

Set the "If Used" parameter to the name of the remote elevator door. Make sure the elevator doors uses a remote door script.



Since you have not probably killed all of the hordes, and if you don't plan on using them again, you will probably want to make them disappear. This will free up engine time.

If you have any particular questions just send me an email and I'll try to help.

OH, make sure that the "Main" parameter has this fpi:

plrinzoneactivateused.fpi

You can also delete the "trigger" sound. That's my preference. But, you don't have to if you want the sound.



Terry
Michael Thompson
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Posted: 25th Mar 2011 09:31
Ok, about your cutscene. I am wprking on making a cutscene, which utilizes scripting. That means that the cutscene will not be done by making a video, but by actually using scripts. I will upload a video to youtube mabe later on today or tomorrow, showing it in work.
Also, it will be made in vanilla FPSC, so that anybody can do it reguardless of what mod (if any) they are using.

http://www.flashstargamecreations.webs.com

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