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FPSC Classic Scripts / level pitch & roll

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riccetts
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Joined: 14th Oct 2010
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Posted: 2nd Aug 2013 07:01
I want my level to pitch and roll like the player is on a ship on rough sea's. Is this possible?
V1.19
ncmako
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Location: Hendersonville,NC
Posted: 2nd Aug 2013 07:26
Hi riccetts
Just a thought, but try looking into "plrcamoffsetx,y, or z" in the syntax list. May just do the trick? There is also "camoffset".
best luck
riccetts
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Posted: 2nd Aug 2013 07:38
ncmako

This would have to go in the global script? How would I set that up?
I'm not sure how to use the actions mentioned.
ncmako
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Posted: 2nd Aug 2013 17:07
riccetts
I forgot, there's also "plrwobble" A lower number has a slow rocking motion. Might be what you want? You just place them into a trigger zone on your level. Here I have two simple ones
This one the player always wobbles.
And this one the player only wobbles in a zone.

Play with the "wobble" number. 10 is slow,but after 30 it gets to much.
best
Van B
Moderator
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Location: Sunnyvale
Posted: 2nd Aug 2013 17:22
Yeah, wobbling the camera is the safest bet - if possible, maybe add an ocean plain as well that can be rotated with the camera, or rotate the skybox if it has an ocean on it, that would be quite effective I think.

Unfortunately there's no easy way for DBPro/FPSC to 'lock' an object, player, or whatever to another object and still have it moving - so if the whole level was to rotate for example, well it just wouldn't work - something or probably several things would just break. Even starting from scratch with DBPro, it would be a nightmare to get that sort of movement. Other engines make it easy for themselves by using parenting, like the player would be an object attached to the boat, and everything on the boat would be attached to it - so rotations and movements with the boat would be applied to the player and anything else. This is how some FPS games let you climb on moving items. If it's not hard-coded into the engine at a very low level, then adding it later via basic code is just not an option. Your best bet is to try and fake the effect with some camera and backdrop tricks.

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riccetts
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Posted: 3rd Aug 2013 03:33
Thanks to both of you.
The wobble seems to work ok. Although it's not as violent as I wish it would be.
Another thing, I'm using a water script and it looks ok but I want to know if there is a way to get wave motions for the water? The whole idea behind this to make it harder for the player to complete the task. The player has to swim to the bottom,find a key and open the door on the upper layer.
I probably wouldn't hurt to decrease health if under water too long.
If any of you can help me with any of this I would appreciate it?
ncmako
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Posted: 3rd Aug 2013 04:37
riccetts
You really need to grab a copy of the latest Syntax list at the top of this forum. You will find a whole section devoted to "water" and a lot of other conditions/actions when the player is in "water". Look over them.
best
riccetts
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Posted: 3rd Aug 2013 06:47
ncmako
I add plrunderwater and plrsubhealth but it only seems to work once.How do I get where everytime plr goes under water looses 10 on plrs health.
Look my script below

;Artificial Intelligence Script

;Header

desc = setup water

;Triggers
:state=0:plrunderwater=1,plrsubhealth=10
:state=0:water=1,waterfogdist=600,waterred=900,watergreen=700,waterheightofzone=70,state=1

;End of Script
Anubis
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Location: Netherlands
Posted: 3rd Aug 2013 15:30 Edited at: 3rd Aug 2013 15:39
1. You use plrunderwater as an ACTION, while it is a CONDITION.
2. It only (seems to) works once because you go to state=1, which does not exist. This means the script stops.

Try this.



It uses state=5 to check if you are in the water. If so, a timer starts while going to state=10.
After 3 seconds (etimergreater=3000) and the condition plrunderwater=1 is still true.. the scripts does a plrsubhealth=10 and continues to state=20
state=20 checks whether you are still in the water or not.
If true, a timer starts and state=10 is called.. else you go back to state=5, waiting for the player to go into the water again.

this way you lose 10 healthpoints every 3 seconds you are in the water.

I did NOT test this script myself.

EDIT.. i realised the use of waterCOLOR is not right.
Quote: "WATERBLUE=X
Description: This sets the blue component of the water’s colour.
Range: X = 0 to 255
"

Same goes for waterRED and waterGREEN..
I changed them in the above script.. waterRED=900 to 255 and waterGREEN=700 to 225

Grts
Anubis

-+- There are only 10 types of people in the world. Those who understand binary, and those who don't -+-

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riccetts
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Posted: 4th Aug 2013 22:53
Thanks for the help guys.
I guess what I was looking for is waves smashing against the walls.
I tryied using watercurrent and waterflow but not the right results.
Any other suggestions?
ncmako
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Posted: 5th Aug 2013 17:26
Quote: "waves smashing against the walls"

Look into maybe a water splash type "decal"?
riccetts
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Posted: 7th Aug 2013 19:23
ncmako
Sounds like a good idea but alas I'm not a very good artist.
It has to be an animated hud. I read up on how to make it and I tried but like I said "I'm not an artist by no measure".
Thanks for help.
TRX1
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Posted: 18th Sep 2013 04:20
I Think I can make 1 4 U. I'll Give it a shot
Disturbing 13
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Posted: 19th Sep 2013 06:43
I'de love to see the results!

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riccetts
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Posted: 19th Sep 2013 23:30
TRX1

Yeah I'm having trouble with the decal. I'm not a artist at all.
If you can please give it a try.

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