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FPSC Classic Scripts / Flying Characters, Particles, and Textures

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Design Runner
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Posted: 21st Apr 2012 06:59
I'm not sure if this is the proper place to post some of this, but generally it requires scripting so I hope it is ok. It has been a while since I have done any scripting, and there are hundreds of new commands. Right now I am working on an airship for the steampunk pack, and I need to know how to go about making it a functional enemy. I'll start off with a few simple questions and as I work I'll ask more.

1. With the current vanilla engine is it possible to make a flying enemy?

2. Is it possible to attach and move particles to an enemy and control them via scripting based upon the current behavior the enemy is taking, such as turning left/right?

3. Is it possible in the engine right now to have a character have 2 textures and still work with shaders? It could even have only one texture be shader working, as long as both show.

Based upon the answers to these questions I can start to go about making this functional. Thanks in advanced guys.

The Zombie Killer
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Posted: 21st Apr 2012 07:27
I don't know about the 2nd and 3rd, but the 1st has always been possible. Have a look at the helicopter here: http://forum.thegamecreators.com/?m=forum_view&t=114439&b=24

-TZK

Design Runner
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Posted: 21st Apr 2012 21:01
That gave me quite a few ideas for how I want to make this baby fly, thanks. But before I can finish the model I need the answers to 2 and 3.

SpaceWurm
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Posted: 22nd Apr 2012 00:32
models with more than one texture don't shaders. Also, models with multiple textures have to be set to "Static Mode = No" in order to display multiple textures.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
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Posted: 22nd Apr 2012 03:31
That's a shame. Ok and does anyone know anything about scripting particles?

SpaceWurm
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Posted: 22nd Apr 2012 23:38
Hey Design Runner, this thread should help you with Particles http://forum.thegamecreators.com/?m=forum_view&t=173630&b=21

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Design Runner
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Posted: 23rd Apr 2012 00:07 Edited at: 23rd Apr 2012 05:03
Thank you, I think I can figure something out with this, using globa variables in the enemy script.

EDIT: interestingly enough, while playing with particles I found that by using the laser particle, and setting the linear Z speed to 1000, you can create a stream of light that goes by. Something like this could be useful for a subway, like a train going by. Just thought it would be interesting for people to try.

Design Runner
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Posted: 27th Apr 2012 18:50
update (sort of):

I am rather confident I can get the particles to worth the way I want using a modified main script and global variables. The problem is, there are no commands in the scripting guide about particles. Is it possible to edit the linear motion in the script? Also, if I rotate the particle in thew script, I have a feeling it will stay the same because of the way the linear motion works. Is this correct?

maho76
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Posted: 28th Apr 2012 11:48 Edited at: 28th Apr 2012 11:49
you have to edit particles inside the editor (things like motion on the axis etc.), particle-setup is hardcoded. the only thing you can do in addition is alter the decal-setup inside the decals-folder.

Design Runner
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Posted: 28th Apr 2012 18:53
That explains why nothing was working properly when I tried altering the decal-particle script. Thanks Maho, guess I'll have to pull out some modelling tricks on this one.

Conjured Entertainment
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Posted: 29th Apr 2012 17:24 Edited at: 29th Apr 2012 17:39
Quote: "That explains why nothing was working properly when I tried altering the decal-particle script. Thanks Maho, guess I'll have to pull out some modelling tricks on this one."

One option would be to build your effect into your model, rather than fooliing with the particles.
When building a rocket, I opted to make the exhaust as a seperate part of the model.
I animated it to be hidden in the rocket when idle and pop out when thrust was applied. (2 animations)
I rotated that piece really fast, and shaped it in a way that gave a nice effect.
It wasn't perfect, but it did the trick, and it was not difficult at all to pull off.

Doing it that way is totally controllable by the scripts.

Design Runner
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Posted: 29th Apr 2012 18:34
That is what I was going to do actually. But I have a technique that should look realistic, which is slightly different from yours and I will share afterwards.

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