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FPSC Classic Scripts / Advanced AI

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Nagrom229
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Posted: 26th Mar 2011 19:57
Hey guys! I've got model pack 53 and I think that the ai for that and the normal fps creator are completely dull. I think it's time that we make more advanced ai like homefront or COD black ops type!

~Naggy ^_^
AJ Schaeffer
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Posted: 30th Mar 2011 04:15
Oh yeah letme just bust out some Black ops AI right now! Ill post it in like an hour because its soooo easy. I never realized it was dull!




Do you know how hard it is to make AI? Just look at the "dull" AI for MP 53 and see how complex it is. Do you know how many people/months it took to get the amazing AI in Black ops (not that great actually) and in Homefront? A lot. Not wanting to sound harsh but youre acting like no one else ever thought of the AI being dull...

Making someone's day a little better because of one of my models means a lot to me.
That Guy John
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Posted: 31st Mar 2011 21:14
Nag,

The AI for MP53 is a leap forward and your comment about it is an insult to the hard work put into it.

AJ is right, paying close attention here lately to graphics and AI in recent commercial games, FPSC is on the verge of knocking some of these games out of the water. IMO

I think where some get confused about AI, is that some expect the AI to instantly make a character do everything, to act as a live person. Even in robotics, this is not the case. Everything is programmed and something has to trigger every action that is pre-programmed.

Build animations and set AI accoordingly to trigger these, is basicly what it boils down to. It can get very complex and load bearing on the system to have a seemingly live character in a game.

Even is you have just a few characters, you may end up with several AI(s) for each character in order for them to act the way you want them to in different situations and scenes.
bobochobo
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Posted: 8th Apr 2011 14:16
Quote: "I think it's time that we make more advanced ai like homefront or COD black ops type!"


Why don't you start? I'm sure loads of people will be willing to help once you get a few DarkAI scripts working.

Nagrom229
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Posted: 11th Apr 2011 11:12
Well, yes it's the best AI out at the moment for fpsc. Errent surely boosted the ai for fpsc. But even though his weapons are amazing, the ai is very buggy. So, it will take months but it will be worth it, how about they get cover before shooting you or they retreat when your in their view. If we can come up with this we will most likely get paid by the game creators to release it. Who we really need in this is the master of ai, bond1. So bond1, if you are reading this, we need you. anyway, get scripting, this could start a whole new experience in gamemaking. (I use way too many commas)

~Naggy ^_^
Dark Frager
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Posted: 11th Apr 2011 12:35
Quote: "So bond1, if you are reading this, we need you. anyway, get scripting, this could start a whole new experience in gamemaking. (I use way too many commas)"


Wow, just wow. Not even a single "please". And I highly doubt that Bond1 will help you. I find the AI in MP53 much like other people good and I can live with that. FPSC is not UDK or Cryengine 3 and the AI introduced in MP 53 is actually great. If you need it soooooo badly, get scripting. I'm pretty sure the community will appreciate those awesome Black Ops AI scripts that you will (hopefully) make. And those
Quote: " get cover before shooting you or they retreat when your in their view."

Actions are already there. Experiment, find a way to make cool games with a powerful, easy to use yet cheap program like FPSC or end up spending thousands of dollars on a program with no royalty free media at all, having to spend days to learn to use the program, and end up paying large fees to publish your game. /endrant

All alone in my room, haven't been outside since 1992.

Nagrom229
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Posted: 11th Apr 2011 15:07
Trouble is, they won't acctually "find cover". And it would be awsome if we can figure out a way so they peek out of cover between like 1-5 secs and get back in if taking too much damage. Anyway, we need to stop talking and complaining (yes, i'm talking about you That Guy Jhon) and start scripting, anyways, i'm gonna try and figure something out now having a look at the scripts already there and upgrading them. Oh, and I nearly forgot, we could have some sort of reckless brute with a heavy machine gun ( like the ones in bulletstorm). [Wow, just wow. Not even a single "please". ] please Bond1?

~Naggy ^_^
Najoko
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Posted: 11th Apr 2011 15:15
Im pretty sure That Guy John was not complaining, just stating some facts. Im forced to ask are u aware of how hard scripting can be? I mean, Errant AI helped me to get dark ai working with mp17 characters and that was hard enough. It is all well and good saying it would be great to have these things but it is very difficult to do them and i for one think the makers of the current AI should be proud of the job they have done

Najoko Entertainment
Anigma
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Posted: 11th Apr 2011 15:57
Quote: "Trouble is, they won't acctually "find cover". "


They do if they take enough damage (and if your map is not one giant gymnasium sized room). Look in the shoot scripts. It's there and it's not a huge task to change the threshold at which they retreat to cover.

Quote: "it would be awsome if we can figure out a way so they peek out of cover between like 1-5 secs and get back in if taking too much damage"


I think that's doable, there are etimers and health parameters you can check, even a condition to check for shot damage. So in the script, they could move towards their target, fire off a shot or two, then if hit retreat again. Why not add a degree of difficulty to your game and let them recover their health slowly if they do take cover? All of that is possible with just a few tweaks to Errant's scripts.

Quote: " Anyway, we need to stop talking and complaining and start scripting"


I couldn't agree more. Infact, I think you should go in there and fix Errant's scripts right now. That'd show us.

Quote: "Oh, and I nearly forgot, we could have some sort of reckless brute with a heavy machine gun ( like the ones in bulletstorm). "


Yep, we sure could. Why not whip one up for us real quick? You could show us all how it's done.
Dark Frager
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Posted: 11th Apr 2011 16:13
Quote: ""it would be awsome if we can figure out a way so they peek out of cover between like 1-5 secs and get back in if taking too much damage""


The problem is, they won't detect what is cover and what will not be cover.

All alone in my room, haven't been outside since 1992.

Poloflece
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Posted: 11th Apr 2011 16:31
Quote: "please Bond1?"

On his behalf, NO

I mean seriously, MAKE IT YOURSELF

Quote: "this could start a whole new experience in gamemaking"

cryengine?


Rust Pack WIP here http://forum.thegamecreators.com/?m=forum_view&t=178788&b=24
Dark Frager
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Posted: 11th Apr 2011 16:47
Quote: " "this could start a whole new experience in gamemaking""


Quote: "cryengine?"


LOL

All alone in my room, haven't been outside since 1992.

Crusader2
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Posted: 11th Apr 2011 17:49
Quote: "Nag,

The AI for MP53 is a leap forward and your comment about it is an insult to the hard work put into it.

AJ is right, paying close attention here lately to graphics and AI in recent commercial games, FPSC is on the verge of knocking some of these games out of the water. IMO

I think where some get confused about AI, is that some expect the AI to instantly make a character do everything, to act as a live person. Even in robotics, this is not the case. Everything is programmed and something has to trigger every action that is pre-programmed.

Build animations and set AI accoordingly to trigger these, is basicly what it boils down to. It can get very complex and load bearing on the system to have a seemingly live character in a game.

Even is you have just a few characters, you may end up with several AI(s) for each character in order for them to act the way you want them to in different situations and scenes. "


Late to the party, but thank you for the contrast to robotics. I program robots for my school's robotics team, and, while TeleOp (manual control) is simple and takes me about 15 minutes every season, Autonomous is incredibly difficult... Just getting a simple timer-based logic (I don't actually do this due to battery life as relative to the timer) working properly can take several hours of hard code, depending on complexity of the task... Anyway, it's lots of work, tons of debugging, and lots of trying to figure out why your encoders refuse to return values until you figure out your engineers forgot to plug it in...

Anyway, yeah. FPSC AI isn't incredible, but you can code your own and make it better.

*goes to post on Geek Chat about my potential robotic system for next season*

"BOINK!" -The Scout
bobochobo
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Posted: 11th Apr 2011 19:33
Quote: " "Trouble is, they won't acctually "find cover". ""


This is easily doable, just put safezones where cover is, then script so they 'gottotarget', which is their safezone, dependent on where the player is, using local (or global) variables.

sic1ne
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Posted: 12th Apr 2011 17:00
@bobochobo good thinking that might actually work!

This is easily doable, just put safezones where cover is, then script so they 'gottotarget', which is their safezone, dependent on where the player is, using local (or global) variables.



[img]http://img97.imageshack.us/img97/6489/scin1e.jpg
[/img]
AJ Schaeffer
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Posted: 13th Apr 2011 03:00
This isn't locked yet?

Making someone's day a little better because of one of my models means a lot to me.
Akanto10
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Posted: 13th Apr 2011 07:12 Edited at: 24th May 2011 03:06
Well, if you happen to have MP 53, I have a get to cover (you need to place a waypoint to the cover) and shoot ai script that I can share. Just let me dig it out...

Appear Script (NOT ANYTHING SPECIAL)


Main Script (ALL MY DOING)


Destroy Script


Hope you enjoy. I was thinking about keeping it to myself because I was going to make a commercial game (if I sparked ideas), but I decided to share, since I haven't really contributed much to the community. If you use it, you can credit me or not, I just like to please.

NOTE: This only works if you set the health to 100, or you could just edit the first line in the main script to subtract 300 health (default MP53 health value).

I'm thinking of making this AI jump out of cover too. If I get that working, then I will post it.

Enjoy,
Akanto

EDIT: I have updated the main script so it's a little "smarter".

EDIT #2: I have updated it again to be even smarter, be more optimized, and to now have 341 soldier sounds.

I believe I should put a smart comment here, but I wouldn't have time to think about it.
Michael Thompson
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Posted: 21st Apr 2011 14:00
Well I am working on an ally script (I know it has been done before, but some of them require that you press buttons,this will be completely automatic, if I can get it working properly). I will then move on to make enemies and so on.

Nagrom229
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Posted: 9th May 2011 18:03
Thank you to Akanto10 and bobochobo for helping out instead of spreading insults. If you don't like it just ignore it.

~Naggy ^_^
Nagrom229
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Posted: 12th May 2011 20:12
Oh yeah, and Michael, that would be great!

~Naggy ^_^
TheDesertEagle
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Posted: 16th Jul 2011 00:19
@Nahrom229
model pack 53 AI is not that bad. its pretty good you know mabye you dont know how to use it right im not insulting you im just saying you might be using it wrong
@Akanto10
Cant model pack 53 already do the take cover thing it does that for me sometimes

Joey-May god put mercy on my ally's
cause i wont
Akanto10
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Posted: 16th Jul 2011 00:31
Yes, but mine uses it all the time. I also have one that does it frecuently, but not all the time.

Thanks,
Akanto

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TheDesertEagle
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Posted: 16th Jul 2011 04:33 Edited at: 28th Jul 2011 06:08
@Akanto10
yea but mabye you should make it head to cover when its on low Health then put a heal zone there and they will heal thats what i did just an idea

Joey-May god have mercy upon my enemies, because I won't.
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SH4773R
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Posted: 16th Jul 2011 05:50
So nag do you plan on writing any code?

Armageddon Games
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Posted: 21st Jul 2011 18:32
wow...

Your signature has been erased by a mod please resize it to no more that 600 x 120.
2Beastmode4u
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Posted: 21st Jul 2011 19:40
I guess I should whip out some AI for this. I've been working on this. You might see some results soon.

Anyway, this is NOT a request board. There is a sticky at the top of this part of the forums...


Cheers.

God help me, Please.
Nagrom229
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Posted: 4th Oct 2011 20:23
Just to say. I am not a coder, I am a game maker. If you make some kind of AI, and it works with at least the base game characters, I shall make any game that you want making. I will put lots of effort into it and I will give you credit.

~Naggy ^_^
Nagrom229
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Posted: 4th Oct 2011 20:26
Oh and akanto, just to let you know I have tried your scripts. It is amazing how well they work! Thanks so mucK!

~Naggy ^_^
Akanto10
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Posted: 5th Oct 2011 04:07
No problem, I'm always happy to help.

Enjoy,
Akanto

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Worf
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Posted: 5th Oct 2011 04:49
@Akanto10

You said to use Errant's for the Destroy script. Where can i find Errants? Sorry i'm a noob and i did search.

Many Thanks

Worf
Akanto10
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Posted: 5th Oct 2011 22:40
Just leave it as it is.

Happy to help,
Akanto

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Captain Coder
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Posted: 9th Oct 2011 22:09
Quote: "AJ is right, paying close attention here lately to graphics and AI in recent commercial games, FPSC is on the verge of knocking some of these games out of the water. IMO"


Does that mean FPSC is getting closer and closer to commercial quality?

First, let me ask, shouldn't you be able to just rename a trigger zone as "safe zone" and the AI will find it's way there? That's what it said in the addendum in the FPSC Docs folder.

Look, scripting is not that hard (although that is coming from a guy is enjoying learning how to code). The FPI scripting system is rather ingenious, in my opinion, makes it easy for us noncoders to create our own behavious for characters or other entities.

True, DAI is more difficult to script, but I don't think it is all that different. You do need specify additional animation information and use extra FPI commands in order to get them to respond to whole teams (not just the player), but it isn't that hard.

This thread has inspiried me to create my own DAI scripts. Whether or not I will post them, I am not sure.

As a small tip, think about what the AI would do if it were a real person, not what you want it to do. A person naturally does not want to be shot and killed, and survival instincts will cause the person to either flee, fight, or fight then flee. If you model your AI after what a person would do in reaction to what is happening to them, and if you script it well, you will have pretty good AI. That is my take on it, anyway.

So, Nagrom229, when will you show us your scripts? Assuming you've made some.

You are making some, right? I mean, you have asked the community to help you make some great AI. It would really be helpful if we saw you chip some scripts into the pot.

Thanks for the inspiration!
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
AJ Schaeffer
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Posted: 25th Oct 2011 22:11
Quote: "I think it's time that we make more advanced ai"

Quote: "Just to say. I am not a coder"

?

Teabone
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Posted: 14th Nov 2011 23:26
Nagrom229 could have been a bit nicer with this request. I will be honest and say I was actually incredibly impressed by the scripting that was is in model pack 53. They seem to have a pretty good understanding of their environments. The only issues I have are the few bugs they do have; other than that I think they've been scripted very well. I wouldn't at all say they are dull.

Nagrom229
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Posted: 15th Nov 2011 19:20
Before, I had not god the update 1.18. Silly me!
But now I found that enemy and friendly AI is awesome. Though allies don't follow you everywhere.

~Naggy ^_^
Nagrom229
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Posted: 15th Nov 2011 19:21
In my opinion fpsc is nowhere near commircial games, unless you are someone like Wolf or Bond1.

~Naggy ^_^
Nagrom229
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Posted: 15th Nov 2011 19:28
Found a pretty awesome AI pack containing ally and enemy AI. In addition it works for every single character except zombies and model pack 53 characters. Credit goes to Xgamer. Please let me know if you like it.

~Naggy ^_^

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Nagrom229
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Posted: 15th Nov 2011 19:29
I am trying to work out how to use the cover script.

~Naggy ^_^
bobochobo
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Posted: 15th Nov 2011 20:05
Quadruple post in 10 mins? Use the edit button just below your avatar please.

Quote: "In my opinion fpsc is nowhere near commircial games, unless you are someone like Wolf or Bond1.
"


FPSC costs around £20 or free with trialpay. Unity Pro is currently $1050. FPSC isn't designed to be 'commercial' (AAA) quality.

Quote: "I am trying to work out how to use the cover script.
"


What are you having problems with?

All browsers should come with compulsory spell checks.

Eggie
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Posted: 19th Nov 2011 01:42
@Akanto10 I've tested your script, but it doesn't seem to work. The AI says enemy spotted and grunts when shot, but they don't shoot or move. Are there any additional codes that need to be added like parts from Errant's main script?
Akanto10
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Posted: 19th Nov 2011 16:56
@Eggie,
You have to put a waypoint starting marker where you want him to take cover. I think I forgot to mention that. Sorry...

Thanks,
Akanto

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Captain Coder
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Posted: 21st Nov 2011 01:52


Scripting DAI is much harder than I thought. Haven't had anytime to script anything good - busy with work and having fun playing around with MP53!

I've heard that TGC is working on FPSC X11 and it is supposed to be Unity + UDK + FPSC

Did you have permission to upload that script pack? You might want to remove it if you don't.

@Akanto10: Thanks for the script! Will test soon

Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
da2020
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Posted: 21st Nov 2011 05:56
Quote: "I've heard that TGC is working on FPSC X11 and it is supposed to be Unity + UDK + FPSC"
That was a joke..... and the only flaw that I had seen with MP53's DAI is that they don't respond to the value of the cone angle.
Captain Coder
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Posted: 4th Dec 2011 01:35
Quote: "That was a joke"


Why didn't they mention that?

But, I've finally got a script written - two actually, one for standard characters, another with animation info adapted for MP 53. I'm pleased with results. I haven't tested it to see if it works for enemy teams, but I don't see any reason why it wouldn't. If you want a little fun at the expense of a character or two, place an ally with lots of health amongst some enemies and place another ally next to you in another room separated by a corridor, then test it, and have fun watching the guy next to you race off to try to rescue his buddy in the next room.

Standard Character Script:


TF341 Character Script:



@Akanto10: I forgot to make the characters non-DAI to make them work. When I fixed that, they worked for a little while, but eventually stopped working. I ran up to them and shot them in the head and they just stood there. Has anyone else had this problem?

Thanks and enjoy,
Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
Akanto10
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Posted: 4th Dec 2011 05:32
@Captain Coder,

They are very buggy and I don't have the scripts anymore. If I have time I will update them, but I'm doing a MP 53 weapon reanimation run as of now.

Thanks,
Akanto10

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Captain Coder
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Posted: 4th Dec 2011 20:26
Quote: "They are very buggy "


Are you saying my scripts are buggy, or are you saying that the one you gave above is buggy? I know my script has some bugs, such as when a character goes to rescue another character: when the other character dies or no longer needs rescuing, the character that responded to the call stops moving but is still runs walking animations and doesn't follow the player. I've only had this problem with MP 53 characters though. Let me know what bugs you find and I will see if I can resolve them.

And don't worry about updating your scripts - I can try to fix them. Thanks for offering though!

Captain Coder

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me
Akanto10
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Posted: 4th Dec 2011 20:35
Mine are, I haven't tried your's. I'm done with my reanimation project, so now I have to fix the sounds. Maybe I'll do it sometime today.

Thanks,
Akanto

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Nagrom229
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Posted: 4th Dec 2011 20:41
Any mods you are running on FPSC? Some of those things screw things up.

~Naggy ^_^
Nagrom229
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Posted: 4th Dec 2011 20:46
@bobochobo

The ally is commanded to go from point to point when new points are created. I need some kind of "Destroy in trigger point" script with an ability to destroy the "If used". I am sure for someone like you this should be easy. But as I am a begginer, who mods scripts. I cannot do this.

~Naggy ^_^
Captain Coder
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Posted: 4th Dec 2011 20:51 Edited at: 4th Dec 2011 21:08
@Nagrom229: Here's what you can do to make something die when activated.

Put the following into the script of the object/character you want to die when they enter the trigger zone:



That should work. Make sure the trigger zone is running the "plrinzoneactivateused" script.

@Akanto10: Thanks for clarifying. Hope the sound fixes go well!

Captain Coder

EDIT: Sorry Nagrom229, I messed up with my instructions above. In order to get the desired results, put the above script into the main/shoot script that the character is running, and THEN give the following script to the trigger zone:



Remember that anything that enters that zone, be it a box, the player or an entity, will cause the trigger zone to activate whatever it's "if used," and if things go right, it will kill the characters. Hope it works!

One of the most humbling days in your life will be the day you discover you AREN'T the best at what you love to do.
- Me

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