Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Sanity Script and interactive doors.

Author
Message
i love zombies
16
Years of Service
User Offline
Joined: 26th Jan 2008
Location:
Posted: 24th Mar 2011 22:21 Edited at: 24th Mar 2011 22:23
Ok i need help on 2 scripts

The sanity script where if the player stands in the dark, or is staring at a enemey, after around 10 seconds the screen will begin to blur, and eventually the player will collapse, which would alert any enemey near the player due to repeative panic sounds (breathing etc)however the darkness sanity can be cancelled out if the lantern (or flashlight) is on.
The interactive doors, is it possible to have it like in Penumbra, where you press Enter, and the door can be controlled by either W or S and will slowly open (shif speeding it up) and you can stop interacting with the door when you press enter again.
all i need is a slight outline, since whenever i script these, they fail terribly, and i have no clue how to do the doors, or the check light level things.
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 25th Mar 2011 01:27
Quote: "The sanity script where if the player stands in the dark, or is staring at a enemey, after around 10 seconds the screen will begin to blur, and eventually the player will collapse, which would alert any enemey near the player due to repeative panic sounds (breathing etc)however the darkness sanity can be cancelled out if the lantern (or flashlight) is on."


If you create a number of full screen blur huds that start out mildly blurry then more blurry, then more and then turn to semi-darkness until black (when player collapses - of course you can't lay the player down so it has to be up to the imagination of the human player as what he sees in front of him).

If you are using v118, you could probably use a combination of depth of field and dark huds at the end. However, if you are using bloom then that would be out since you can't use bloom or depth of field together.

Use a timer to time the huds.

You can use variables to determine if the lantern is on. If it is on then you won't use the huds or any of the other script dealing with blurring section. Somewhere you have to determine if the lantern is on. Use global variables. Set the lantern variable to 1 if it is on.

Attached to another entity you would have the code for blurring. You have to indicate when you need to start the timer. Could be a variable.

I would like you to think about it some more. Look at stock code that would have variables, huds and timers in them.

It doesn't matter if your first attempt doesn't work. If you show the attempt here and post your script. Others will be glad to help I am sure.



Terry
i love zombies
16
Years of Service
User Offline
Joined: 26th Jan 2008
Location:
Posted: 25th Mar 2011 02:19

Thought i upload the bases of the code, the Lantern uses the bases of EAI's LED lights, so anyway to detect them being on will be welcome
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 25th Mar 2011 05:54
I just got home and it is late. Will need to look at this in morning. Do you happen to have FPI EditPad? It helps you build huds which all should be in :state=0:



Terry
i love zombies
16
Years of Service
User Offline
Joined: 26th Jan 2008
Location:
Posted: 27th Mar 2011 16:02
I just got FPI edit pad going, working on the script now.
Any ideas how i can do the varibales for the EAI leds? or the looking at enemies?
If possible, is there anyway to do the doors?

Login to post a reply

Server time is: 2024-11-24 11:08:59
Your offset time is: 2024-11-24 11:08:59