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FPSC Classic Scripts / Click a door to open it

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Brunopark09
14
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Joined: 7th Jul 2010
Location: Santiago de Chile
Posted: 21st Oct 2011 06:36 Edited at: 23rd Oct 2011 03:38
So, i wonder since the PB variables system was included to the 1.18 upgrade this is totally posible but, i don't know what the commands are to make this !

Do any one know about it?


The bad way, the good way, the YNG-way.
angusm3
15
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Location: Right behind you...
Posted: 22nd Oct 2011 01:47
well if your game has no guns, you could make it so that you DO have a gun, it has infinite ammo and does 1 damage, and fires slowly and also is invisible to the player. If you shoot the door it creates no sparks or decals, (I don't know how you are going to do all that)
then, you use a script like this for the door (which has 10000hp)

:state=0:state=1
:state=1,healthless=10000:dooropen

sorry but I'm on my other computer right now so I can't look up the door opening command but this should work. I don't know how else this is possible but someone else will probably come on here with a better way to do it.

I appear to have burst into flames...
Ched80
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Location: Peterborough, UK
Posted: 22nd Oct 2011 16:10
You can also use the condition "mousestate=" in place of "plrusingaction=" but you will also fire the gun at the same time which may look a bit naff. To get around this, you could use "disablefirebutton=1" when the player is close the to the door and looking at it and then use "disablefirebutton=0" to enable firing when not looking at the door & far away.

The Storyteller 01
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Location: On a silent hill in dead space
Posted: 22nd Oct 2011 19:19 Edited at: 22nd Oct 2011 20:22
Honestly I don't see any need for this.

If AAA titles like Stalker, Metro 2033, Fallout or Oblivion are using a non-mouse key to interact with doors, then that should be good enough for FPSC games too.

In case you find my grammar and spelling weird ---> native German speaker ^^
xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 22nd Oct 2011 20:43 Edited at: 22nd Oct 2011 20:44
I think it would work very well in an adventure type game, even where weapons play a small part. Interacting with a mouse click is always preferable to me. Didn't rolfy do this with Dark House?

Brian.

Ched80
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Location: Peterborough, UK
Posted: 22nd Oct 2011 23:39
Don't knock it until you try it but I do see problems using this method when weapons are involved. I see doors randomly opening and closing during gun battles. May used in conjunction with "pickview=" would solve that, but there is probably a good reason when the titles Storyteller quotes don't use this method.

Worth a try though!

rolfy
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Posted: 23rd Oct 2011 00:07
You dont need weapons to do this.
You could simply use condition: pickobject=1

You could then use any condition such as mousestate=1 to open the door with setframe/incframe=, it doesn't need to be so complicated.
The only reason I used a weapon for this was to use hud graphics and also to use limb detection so it was constrained to a small area, such as a door handle, to open a door.
It can be as simple or as complex as you make it.

Brunopark09
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Location: Santiago de Chile
Posted: 23rd Oct 2011 03:32 Edited at: 23rd Oct 2011 03:40
Quote: "Honestly I don't see any need for this.

If AAA titles like Stalker, Metro 2033, Fallout or Oblivion are using a non-mouse key to interact with doors, then that should be good enough for FPSC games too.
"


Titles like Penumbra or Amnesia do this, and the in-game interaction inmerse a lot the player on it.

So, i'm trying to do something like in penumbra, if i understand what are you talking about guys, mousestate=1 is for "mouse clicking", right? looks really simple.

Also, i have no problem with the use of guns in game for now, but i'll surley considerate your methods to neutralize the gun effect on the door.


The bad way, the good way, the YNG-way.
Brunopark09
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Location: Santiago de Chile
Posted: 23rd Oct 2011 05:51
Well, i finally made it, here is the script for those who want it:




Is a really simple modification of the dooruse.fpi, works perfectly to me


The bad way, the good way, the YNG-way.
Brunopark09
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Location: Santiago de Chile
Posted: 23rd Oct 2011 07:12
And this one for gun use:




The bad way, the good way, the YNG-way.
maho76
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Location: universe-hub, playing the flute
Posted: 24th Oct 2011 13:35
nearly standard for games wich are more rpg/adventure is using the left mouse for shooting and right button for activation because in most of these games you dont have alternate firemodes for the guns.
tried that? would be easier to handle and dont frustrates the player when in combat near a door
Brunopark09
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Location: Santiago de Chile
Posted: 24th Oct 2011 22:01
Quote: "nearly standard for games wich are more rpg/adventure is using the left mouse for shooting and right button for activation because in most of these games you dont have alternate firemodes for the guns.
tried that? would be easier to handle and dont frustrates the player when in combat near a door "


And what the commands are to do that?


The bad way, the good way, the YNG-way.
The Storyteller 01
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Posted: 27th Oct 2011 03:00 Edited at: 27th Oct 2011 03:01
Quote: "Titles like Penumbra or Amnesia do this, and the in-game interaction inmerse a lot the player on it."

These games have NO GUNS and therefore its both logical and foolproof to use the mousebutton for interaction in those games.

In case you find my grammar and spelling weird ---> native German speaker ^^
Wraith Staff
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Location: Hamilton, OH
Posted: 27th Oct 2011 03:26
Penumbra has guns

New sig in the process of being made
rolfy
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Posted: 27th Oct 2011 04:00
Cripes!! just use the right mouse button then....

mousestate=2

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