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FPSC Classic Scripts / Shotdamagetype not working?

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D0MINIK
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Joined: 18th Mar 2009
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Posted: 9th Oct 2011 01:51 Edited at: 9th Oct 2011 01:54
Hi there community

Got a short and simple question (when it comes to asking, that is), hope there is an answer for it, too...

I wish to use the script condition shotdamagetype=X to check for a precise head shot instead of using the appearwithheadshot.fpi since this way of checking for headshots is so damn unprecise (the headshot area goes from above the head to almost below the chest of a standard character!).

So I added the following line into my script:



(I could have used subhealth, I know... but for some weird reason I prefer it this way )

Ok, you got the line, now, the result is the following ... well... nothing. Head shots are without any result. The entity takes the expected gun damage, but does not die if shot in the head.

Are there possibly any special conditions for shotdamagetype to work??

Looking forward to you answers,

- Dominik
Akanto10
14
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Posted: 9th Oct 2011 02:34
You need to define which bone is the head in the FPE of the character.

- Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
D0MINIK
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Posted: 9th Oct 2011 02:37
Ahhhh, ok I see - thanks man!

Now... how's that being done? What do I need to type into the fpe?
Akanto10
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Posted: 9th Oct 2011 06:53
Like so:


You would put this somewhere in the FPE.

Happy to help,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 9th Oct 2011 12:36
There's also a good example in the AI (unarmed) character that comes with FPSC - check that fpe out.

D0MINIK
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Posted: 9th Oct 2011 13:01 Edited at: 9th Oct 2011 15:21
Yeah, got it.

Thanks a lot guys!



~Edit~

uhm, still won't work

Is there a way I can find out which limb number is the corresponding bone in the model? Meaning, I'm using a custom model with custom skeleton, how can I adjust the correct limb definition in the fpi?


~Edit again~

I've created a new thread over at the media board since I'm sure now it has to do something with the model itself - even the headshot command is not working at all. Thread to be continued here, thanks
Akanto10
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Posted: 9th Oct 2011 18:59
There's a program that Lee developed to detect the names of each bone without editing them in a 3D modeling program, like FragMotion. I don't have it on my computer though. I don't have time to lok for it either, because I'm running late.

Sorry,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
D0MINIK
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Posted: 9th Oct 2011 22:37 Edited at: 9th Oct 2011 22:39
Got it working.

Solution is a little weird, but I finally figured out that a) my limb entry was missing first try, second try it was correct, but --- the model in .X format hat correct bone ID (15), but then, the FPSC-created .dbo file had different bonde IDs (for what reason ever... in the dbo, the head bone ID was 27). I found this out opening the .dbo file in FragMotion and then seeing all the bone IDs were thrown all over...

I adjustet the .fpe entry so it matched the bone ID of the .dbo file, et voila!

So, thanks again for you help mate!

Fiiiiinally got it working!
Akanto10
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Posted: 10th Oct 2011 00:20
I'm glad you got it to work!

I hope you enjoy it,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |

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