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FPSC Classic Scripts / Need help with tons of scripting!!!

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ncmako
12
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 11th Dec 2016 10:55
Mr Love
Note: Is there any "key" or ACTION the player needs to take when giving the syringe?
Do you just want to use the "fire key" ( left mouse button) for the syringe animation
when player gives adrenaline ?
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
19
Years of Service
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 11th Dec 2016 18:20
Well, set damage to 1000000 or so (dont know were the limits goes) otherwise no special key or action. Just press left mouse-button to inject. It only has one "injection" so if You use the syringe to early, Your screwed! For the entity syringe Ill need a pickup icon, and it wont be spawn from the start, but can only be spawned when the cabinet (with the lock) opens and the syringe can be taken... It wourld be good if You courld make a video of the hand, so I can see if You placed it correct in screen. (But only if You feel like it)...
ncmako
12
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 13th Dec 2016 00:52
Mr Love
we're going to have to bend the arm or something. It doesn't look good no matter what
angle I put in at.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
19
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 13th Dec 2016 05:44
Oh, noo! But the picture shows very too mutch of the arm, I want it closer to the camera. Cant You just rotate it in milkshape?
ncmako
12
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 13th Dec 2016 22:45
Mr Love
This is what I have so far. I made the arm a bit smaller and
angled it to the left to keep syringe visible.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
19
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 15th Dec 2016 08:35 Edited at: 15th Dec 2016 09:06
There are some very big problem with this animation. First the long finger is sticking out thru the "syringe-handle" sometimes. The tip of the syringe shourld most often be in the middle of the screen, this isnt even close. And the syringe needs to be closer to the screen. Also the "Draw-back" animation is too slow... But I love the shader!
This isnt My animation is it?? Nice try But We are not there yet...... (If You dont feel like doing a second try I courld animate it) I hope You give it a second chance..
ncmako
12
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Dec 2016 16:32
Mr Love
I smoothed out the animation for idle & walk. This is as closed to center I can get the syringe.
Everybody's screen resolution may be different, so it's off a bit. Any further adjustments you'll have to do in the "gunspec" files.
My games never have bugs. They just develop random features..
Lots and lots of random features...

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Mr Love
19
Years of Service
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 16th Dec 2016 20:34
I must say, that the animation is not perfect, but You made a great work with the administrative stuff. So thanks alot! By the way, the file "weapon_activated" was not together with the other scripts, do I need this file???
ncmako
12
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Dec 2016 21:13
Mr Love
Your right, I forgot to add correct "cabinet.fpi" file, here it is..

Give this to cabinet, and don't forget to add the syringe name to "if used" slot.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
19
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 16th Dec 2016 21:22 Edited at: 16th Dec 2016 23:02
Finally He gets His shot! BTW there are no "move" commands in gunspec is it, just rotate? Anyways, this is the result of tens of hours of work!

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ncmako
12
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 16th Dec 2016 23:33
Mr Love
Looks totally awesome Love the atmosphere you gave it.
Quote: "there are no "move" commands in gunspec"

Open the "gunspec" file, scroll down until you see

Adjust those settings until you like the position. This is from the Gun-Spec syntax list.

If you don't have the Gun-Spec syntax list, search for it and download a copy.
It's great to have on hand.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
19
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 17th Dec 2016 12:10
Cant make the pickup syringe entity to spawn. (sence I use spawn after delay) I thought the cabinet script wourld fix that. Do I need a new weapon-script???
ncmako
12
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 17th Dec 2016 12:29 Edited at: 17th Dec 2016 12:31
Mr Love
Quote: "Cant make the pickup syringe entity to spawn"

You can set to "spawn" at start if you want? If not, set it to "spawn at start-NO"
then in the cabient "if used" field make sure you put in EXACT name of syringe.

Make sure your using the cabnet.fpi script that has "activatedifused=1" in it.
The new one I gave you above.
My games never have bugs. They just develop random features..
Lots and lots of random features...
Mr Love
19
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 17th Dec 2016 12:52 Edited at: 18th Dec 2016 22:47
Now starts the real challenge, to reverse everything that have been activeifused. For example turn off the ECG-Alarm, change back from alttexture to the original-one. and probably hardest, make Lucy say something nice for saving private Johnsons life with an adrenaline syringe... I have fixed all small problems now so the syringe works now as a weapon, And the hitbox works fine. The only way now to make a script is by the destroy-script on the hitbox.
Here is the activate_activeifused script:

;Triggers

:state=0,activated=1:state=1
:state=1,plrwithinzone=1:activateifused=1,state=2
:state=2,plrwithinzone=0:loopsound=audiobank\ecg\alarm.ogg,state=3
:plrwithinzone=1:activateifused=4
:state=3,plrwithinzone=0:activateifused=2
:state=4,plrwithinzone=1:activateifused=2,state=0

;End of Script

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