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FPSC Classic Scripts / Grabbing ledges/Climbing

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popmas
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Posted: 20th May 2012 16:29
Would it be possible to make script so you can grab to ledge/fence etc and climb over it? I'm making "ninja" game, and I need script like that. I haven't seen anything like that yet... Hope you guys help me!
Flatlander
FPSC Tool Maker
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Posted: 21st May 2012 03:42 Edited at: 21st May 2012 03:59
I'm not going to say that it's not possible, especially with the ability for those who know how to make weapon and non-weapon models for the player. Someone needs to make arms/hands that would simulate grasping and climbing. The animation can be created do both I'm sure but I'm not the one who could do it.

However, just scripting this? No. But let's have others answer this as well.

You can kind of make it seem that the player has jumped over the wall by doing something like this. Set the player start marker above the wall and on the inside of the wall. View video.



"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
maho76
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Posted: 21st May 2012 10:17
you can use one of the ladders here in the forum and use a pitchblack texture so you wont see it. then it looks like you are climbing freehand onto a roof/ballustrade/whatever. you just have to do a good leveldesign to show the right spots.

bruce3371
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Posted: 21st May 2012 16:48 Edited at: 21st May 2012 16:50
Quote: "you can use one of the ladders here in the forum and use a pitchblack texture so you wont see it."


Yes, I can see this being one of the few occasions I would use a 'sloping entity' type ladder (one that uses an invisible sloped ramp placed in front of the ladder entity, or, in your case, in front of a fence or ledge)...

popmas
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Posted: 21st May 2012 17:56
Well, I was thinking about some kind of trigger zone. When you run (W) and jump (Space) the trigger would activate (if player is close enough to the wall)and force player up and play climbing animation (at least hands). Hope anyone understands
Teabone
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Posted: 23rd May 2012 09:15 Edited at: 23rd May 2012 09:42
Yep its not too hard to do. However to make the players hands grab the ledge thats another story. Its best to have the player hide his current weapon once he has rearched the climbable area and hit the key to climb.

You could position the trigger zones just off the ledge and above the fall.

JD2
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Posted: 23rd May 2012 10:29
Quote: "Well, I was thinking about some kind of trigger zone. When you run (W) and jump (Space) the trigger would activate (if player is close enough to the wall)and force player up and play climbing animation (at least hands). Hope anyone understands"

When you see this done in professional games like Assassin's Creed, the developers are using Animation middleware like HumanIK which does this by automatically interacting with the environment. This type of animation is rarely done manually, and when it is like in the Call of Duty games for example, it is only used for scripted events where it is scene-specific.

You can get away with something like this with ladders since the ladder model is static and known (FEAR 1 or 2 does it fairly well if I recall), but trying to generically animate climbing up onto any ledge would not yield very realistic results.
Bugsy
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Posted: 24th May 2012 02:46
as a big fan of parkour and free running, I've done this multiple ways before. One of the ways I've done it is creating spawnable invisible dynamic floors along every ledge with a short spawnlife, and lots of respawns. this way, whenever the player neared an invisible entity trigger near the surface, he'd end up landing on the invisible ledge, and being able to jump up from there, due to his increased jumpheight. I did this in "kyoto underground" in this video, however it didn't really work very well:



Also, a much more simple way to do it would be a series of triggerzones around every ledge that simply teleport the player to a trigger zone on top of the ledge if they touch it.

As it is however, neither of these two systems would work very well as fpsc's default movement system is quite stodgy and poorly done. the player has terrible collision and controls like a slow tank. there is no sense of momentum, or human movement, it only feels like you're a rolling camera taped 5 feet off the ground. In order to truly make for an exciting feel, the fpsc movement system needs to be vastly improved to make for camera tilt, forced camera movements, player momentum, headbob, walljumps, etc.

there- my 2 cents.

popmas
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Posted: 24th May 2012 07:47
Wow, that was pretty nice! But still not what I'm looking for at....
Bugsy
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Posted: 24th May 2012 13:09
with fpsc's new cinematic hands feature, you could theoretically do it pretty easily with spawning new climbing stuff, it just wouldnt look good

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