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FPSC Classic Scripts / Exploding Flaks Remotely

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007
13
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Joined: 22nd Aug 2011
Location:
Posted: 17th Sep 2011 22:08
Hello friends of this Beloved Comunity,

I know i ask too much, however, i want that you be comprehensive to me, because i am hardly studying FPI Scripting, and i am learning a lot, by reading the Oficial Comunity Guide and by the help of the folks here.

However, as this Guide is very good, but just give us a general explanation on FPI Scripting, there are a lot of stuff that one can only find the answer by the help of the comunity.

I want to know how can we make flak exploding remotely via script? Because i am trying to create a Remote Mine Gun, like in 007 games, where the player press 1 time the fire button and throw the remote mine (the flak itself), and second time that he presses fire (or this can be another key) the mine explodes.

Can FPSC do this?

Thanks.

007

Goldenye 007 N64
skeeter
14
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Joined: 12th Jun 2010
Location: Australia
Posted: 18th Sep 2011 10:20
magic?

window 7 ultimate, AMD Phenom II X6 1055T 3.3 ghz, XFX Radeon HD6790 1GB, 16gb ram

n64
14
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Joined: 26th Aug 2010
Location: Nintendo World
Posted: 18th Sep 2011 12:51
So i think it is impossible to do this?

n64
Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 19th Sep 2011 10:57
It should be possible. Flak can be scriptable (i.e. they run an fpi script when active) so all you would need to do is create your remote detonation script and define it within the flakspec.txt. simples.

007
13
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Joined: 22nd Aug 2011
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Posted: 19th Sep 2011 15:54
Ched80: Thanks my friend to shine some light in this problem, however, where are located those flakscripts?

Thanks

007

Goldenye 007 N64
Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 19th Sep 2011 16:31
my pleasure - flak scripts are no different from normal entity scripts and should be stored within the scriptbank folder. Not sure if any are provided with FPSC so you'll have to create one.

maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 19th Sep 2011 17:57 Edited at: 19th Sep 2011 17:58
ched, are you sure with this?? then it should be possible to attach a decal onto the flak-model to show it up on darker ground or create a dragon-firebreath?

as far as i know flak is hardcoded and only uses the fpe-data in the gamecore-folder.

can you give us a hint on this how to do the fpi?
Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 19th Sep 2011 18:28
flak definately has the ability to use scripts, it was introduced in v118 according to the readme. Apart from "explode" I'm not sure which fpi commands can be used as i've never made a script for flak. Apart from some commands not working, the *.fpi file should be written the same as any other *.fpi file.

Concerning the "explode" command, the readme states that you can use this a number of times during the flak's life so that the flak can 'exlode' a number of times.

To use a script with flak you need to use

Quote: "script = "name of scrip file""


within the flakspec.txt

007
13
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Joined: 22nd Aug 2011
Location:
Posted: 19th Sep 2011 22:54 Edited at: 19th Sep 2011 23:31
Thanks CHed80 for this explanation, however i think this is a lot advanced for me, i think i am not abble to do this at this time, because i am in reality using already made scripts, just changing. I think this is the best way to learn something (everything i learned in computing was this way) is to get something already done and changing it and see the results.

I will wait if someone can do a script for flak (so i may see how it works), because i`ve never seen a flakscript before, and then try to create my Remote Mines.

Anyway,

Thanks for All the support,

007

Goldenye 007 N64

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