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FPSC Classic Scripts / Is it possible to make a dynamic entity not see through?

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A dude
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Posted: 6th Mar 2013 00:31
Is it possible to make a dynamic entity that is covering the player actually block the player from a character's sight?

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Corno_1
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Posted: 6th Mar 2013 16:21
I am not sure what you mean, so I can not help you. Sry dude


A dude
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Posted: 8th Mar 2013 17:36
What I mean is, dynamic entities are see through so that mean's you can't hide behind a dynamic entity.

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A dude
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Posted: 14th Mar 2013 21:01
Anyone?

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Corno_1
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Posted: 14th Mar 2013 21:12 Edited at: 14th Mar 2013 21:13
oh sry I forget to answer:
use the setalphafade=x(example: setalphafade=50 to make the entity half invisible) command and nobulletcol, but I did not know if npcs can also see through it.
Also you can use a combo:
:plrdistwithin=50:hide
:plrdistfurther=50:show
with this the npc should see the player, but the entity completely disappear

Corno_1


A dude
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Posted: 14th Mar 2013 21:26
Thanks for your willingness to help but that's not what I'm looking for. What I want is the plr to be able to hide behind dynamic objects.

Don't waste your life
Wolf
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Posted: 15th Mar 2013 00:34
no. The AI always sees through dynamic entities as far as I know.
However, I might be wrong.

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BlackFox
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Posted: 15th Mar 2013 00:55
If the AI see through dynamic entities, then there is another solution- variable(s). It actually can be done.

Example- I have a level where a guard stands at a door. About two segments away I have a stack of dynamic crates. I position the crates in such a way so that A)they block the guard from view; B)I can position a trigger zone on the side that the player will hide at. The triggerzone runs a script and I have a variable called "plrhide". When in the zone, the variable is set to a value of "1". The script running the guard checks the "plrhide" variable at set intervals. If the value is at "1", he does this. If the value is "0", then I script other conditions to check before it moves to attack (such as player within a certain distance, is the player no longer crouching, and a couple of others). This ensures the correct action(s) take place while the player is to be "hidden", and when the player is no longer "hidden".

The point is, fall back on the basics of scripting and know what commands (both conditions/actions) you do have. In this case, you have enough to work with.


There's no problem that can't be solved without applying a little scripting.
Corno_1
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Posted: 15th Mar 2013 11:38
Quote: "no. The AI always sees through dynamic entities as far as I know. "

I never notice that, because I did use just static or scripted dynamic entities.

Black fox answer your questions!
You should use a triggerzone. then make a var and if the player is in the zone:
:state=0:dimvar=plrhide,setvar=plrhide 0,state=1
:plrwithinzone=1:setvar=plrhide 1
:plrwithinzone=0:setvar=plrhide 0

and for the ai:
varequal=plrhide 0,plrcanbeseen:state=2

Try it with all the hints


s4real
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Posted: 15th Mar 2013 12:21
Dark ai had an issue with dynamic items but scene and me have been looking into this and the problem is now fixed hopefully for the next beta.

Also we fixed the chars walking threw dynamic items as well.


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